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CBAMULPW
Amulet of Power Word Pain
All creatures within 20 feet of the target point (within sight of the user) must save vs Wands when the Power Word is intoned, else suffer from wracking pain for 2-8 rounds, causing them to fight at -4 To Hit and making their AC worsen by 1.  The Power Word may only be used once per day and the amulet must be held in the hand for the Power Word to work.

STATISTICS:

Ability:
  -4 THAC0 and -1 AC for 2-8 rounds
  Save vs. Wands negates effects
  Magic resistant creatures unaffected
All creatures within 20 feet of the target point (within sight of the user) must save vs Wands when the Power Word is intoned, else suffer from wracking pain for 2-8 rounds, causing them to fight at -4 To Hit and making their AC worsen by 1.  The Power Word may only be used once per day and the amulet must be held in the hand for the Power Word to work.

PARAMÈTRES : 

Capacités de charge : 
- Capacité 1 (1 fois par jour)
  16 % de chance d'infliger à la cible un malus à la classe d'armure de 1 pendant 2 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  16 % de chance de réduire le TAC0 de la cible de 4 pendant 2 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  15 % de chance d'infliger à la cible un malus à la classe d'armure de 1 pendant 7 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  15 % de chance d'infliger à la cible un malus à la classe d'armure de 1 pendant 6 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  15 % de chance d'infliger à la cible un malus à la classe d'armure de 1 pendant 5 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  15 % de chance d'infliger à la cible un malus à la classe d'armure de 1 pendant 4 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  15 % de chance d'infliger à la cible un malus à la classe d'armure de 1 pendant 3 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  15 % de chance de réduire le TAC0 de la cible de 4 pendant 7 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  15 % de chance de réduire le TAC0 de la cible de 4 pendant 6 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  15 % de chance de réduire le TAC0 de la cible de 4 pendant 5 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  15 % de chance de réduire le TAC0 de la cible de 4 pendant 4 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  15 % de chance de réduire le TAC0 de la cible de 4 pendant 3 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  10 % de chance d'infliger à la cible un malus à la classe d'armure de 1 pendant 8 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)
  10 % de chance de réduire le TAC0 de la cible de 4 pendant 8 rounds (jet de sauvegarde contre les baguettes, les sceptres et les bâtons pour éviter)

Poids : 3
CBCL001
Amaunator's Legacy
This shiny brass sword is extremely old, dating back at least three thousand years before Dale Reckoning.  It was created by a Netherese archmage named Pouldinus as a gift to a warrior friend.  This friend, Kalamnin, was a strict devotee of Amaunator, a harsh, unforgiving god now almost forgotten by sages.  Amaunator was the god of law and the god of the sun.  He required his servants to follow his edicts exactly.  Kalamnin did his best to observe Amaunator's laws in his travels.  The blade was lost when Kalamnin was killed in battle by dozens of nycadaemons.  The sorcerer who summoned the creatures, Ylmandi, kept the blade in his family until the fall of Netheril.

STATISTICS:

Damage:  2D4 + 3
THAC0: +3
Special:
  Additional 2d4+3 Fire Damage against Undead
  5% Chance of Beltyn's Burning Blood on hit
  Casts Sunray 1/Day
Damage Type:  Slashing
Weight:  3
Speed Factor:  1
Proficiency Type:  Long Sword
Type:  1-handed
Requires: 10 Strength
This shiny brass sword is extremely old, dating back at least three thousand years before Dale Reckoning.  It was created by a Netherese archmage named Pouldinus as a gift to a warrior friend.  This friend, Kalamnin, was a strict devotee of Amaunator, a harsh, unforgiving god now almost forgotten by sages.  Amaunator was the god of law and the god of the sun.  He required his servants to follow his edicts exactly.  Kalamnin did his best to observe Amaunator's laws in his travels.  The blade was lost when Kalamnin was killed in battle by dozens of nycadaemons.  The sorcerer who summoned the creatures, Ylmandi, kept the blade in his family until the fall of Netheril.

PARAMÈTRES : 

Capacités de charge : 
- Sunray (1 fois par jour)

Capacités de combat : 
- Inflige 2d4 +3 points de dégâts de feu supplémentaires contre les morts-vivants
- Inflige 2d4 +3 points de dégâts de feu supplémentaires
- 6 % de chance de lancer instantanément le sort Beltyn's Burning Blood sur la cible (comme un lanceur de sorts de niveau 4)

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Tranchant
Facteur de vitesse : 1
Type de compétence : Épée longue
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 10
CBCL002
Barrier Amulet
This powerful amulet was crafted by the enchanter Celemon of Calimport in 727 DR.  He crafted ten such amulets on commission before jealous rivals killed him and attempted to duplicate the procedure.  His colleagues were not as talented as Celemon, and destroyed their laboratory and themselves when a mishap occurred.  The formula was destroyed as well.  This particular amulet was owned by the elven warrior-mage Pelan Rainwind.  It was lost when he was killed by giants in the Spine of the World somewhere around 840 DR.

STATISTICS:

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

PARAMÈTRES : 

Capacités de charge : 
- Capacité 1 (3 charges, l'objet est détruit quand toutes les charges sont utilisées)
  Globe d'invulnérabilité mineur (comme un lanceur de sorts de niveau 4)
  Peau de pierre (comme un lanceur de sorts de niveau 4)

Poids : 1
CBCL003
Scarab of Defense
This type of amulet takes the form of a sculpted beetle, and is typically only found in areas around Mulhorand.  This particular scarab was crafted in Thay by Gulvak Anrak, a powerful enchanter of magical protective devices.  Gulvak gave this scarab to an apprentice, Alik Banom, who was killed by Cormyrean soldiers in 1021 DR.  According to sages, Alik started a fight with a Cormyrean knight who insulted Thay and the Red Wizards as a whole.  Even though Alik was powerful, he was no match for the throng of Purple Dragons that came to the knight's aid.

STATISTICS:

Gives +2 save vs. Petrification and Polymorph
This type of amulet takes the form of a sculpted beetle, and is typically only found in areas around Mulhorand.  This particular scarab was crafted in Thay by Gulvak Anrak, a powerful enchanter of magical protective devices.  Gulvak gave this scarab to an apprentice, Alik Banom, who was killed by Cormyrean soldiers in 1021 DR.  According to sages, Alik started a fight with a Cormyrean knight who insulted Thay and the Red Wizards as a whole.  Even though Alik was powerful, he was no match for the throng of Purple Dragons that came to the knight's aid.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +2 contre la pétrification et la métamorphose

Poids : 1
CBCL004
Amulet of Dark Flesh
A horrible cursed item crafted by the Calishite necromancer Niri Eddin, the Amulet of Dark Flesh is a token of disease and slow death.  Eddin gave the item to his secret enemies as gifts and reclaimed it through his thief servants when the sickness had run its course.  Niri is believed to still be "alive" somewhere in the realms, despite the fact that he was a human born in 832 DR.

STATISTICS:

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

PARAMÈTRES : 

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Inocule une maladie qui inflige 1 point de dégâts de poison toutes les 5 secondes au porteur de manière permanente
- Paralyse les toutes de manière permanente

Poids : 1
CBCL005
The Argent Shield
This silver shield once resided in the Hand of the Seldarine, where it was used to protect its bearer from harmful magic and attacks.  Because of its racial attunement, the marauding orcs and goblins left it in the tower.  Maiden Ilmadia grabbed it from the ruins.

STATISTICS:

Armor Class Bonus: 3
Resistance Bonus: +25% Magic Resistance
Weight: 5
Requires: 12 Strength
This silver shield once resided in the Hand of the Seldarine, where it was used to protect its bearer from harmful magic and attacks.  Because of its racial attunement, the marauding orcs and goblins left it in the tower.  Maiden Ilmadia grabbed it from the ruins.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3
- Résistance à la magie : +25 %

Poids : 5

Nécessite : 
- Force : 12
CBCL006
Breath of Auril
Kontik, servant of Auril, once wielded this blade. It has been enchanted with several beneficial magics.

STATISTICS:

Damage:  1D4 + 3
THAC0: +3
Special:
  Intelligence +1 bonus
  Charisma -1 penalty
  100% Cold Resistance
  -50% Fire Resistance
  2 charges of Cone of Cold per day
Damage type:  Piercing
Weight: 1
Speed Factor: 2
Proficiency Type: Daggers
Type:  1-handed
Requires: 3 Strength
Kontik, servant of Auril, once wielded this blade. It has been enchanted with several beneficial magics.

PARAMÈTRES : 

Capacités d'équipement : 
- Intelligence : +1
- Charisme : -1
- Résistance au feu : -50 %
- Résistance au froid : Passe à 100 %
- Résistance aux dégâts de feu magiques : -50 %
- Résistance aux dégâts de froid magiques : Passe à 100 %

Capacités de charge : 
- Cone of Cold (2 fois par jour)

Enchantement : +3
TAC0 : +3
Dégâts : 1d4 +3
Type de dégâts : Perforant
Facteur de vitesse : 2
Type de compétence : Dague
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
CBCL007
Girdle of Gond
Gond, god of invention and artifice, is a deity rarely worshipped by traditional adventurers.  Some thieves, however, revere Gond for his role in the development of locks, traps, and other complex machines.  One such thief was the burglar Jurmar the Calm, who began his career as a locksmith.  Known for his cool demeanor and steady hand, Jurmar paid priests of Gond to fashion this tool belt for him.  Whenever Jurmar was stuck in a situation where he didn't have the right tool for a job, one of the small pouches on the belt would supply him with what he needed.

STATISTICS:

Special:
  +10 Open Locks
  +5 to Find/Remove Traps
Gond, god of invention and artifice, is a deity rarely worshipped by traditional adventurers.  Some thieves, however, revere Gond for his role in the development of locks, traps, and other complex machines.  One such thief was the burglar Jurmar the Calm, who began his career as a locksmith.  Known for his cool demeanor and steady hand, Jurmar paid priests of Gond to fashion this tool belt for him.  Whenever Jurmar was stuck in a situation where he didn't have the right tool for a job, one of the small pouches on the belt would supply him with what he needed.

PARAMÈTRES : 

Capacités d'équipement : 
- Crochetage de serrures : +10 %
- Détection/désamorçage des pièges : +5 %

Poids : 2
CBCL008
The Love of Black Bess
This fell weapon was crafted by a beautiful and cruel wizardess who worshipped the lady of misfortune, Beshaba.  Her name was Redani, and she was known both for her powers as an enchanter and a seductress.  The Love of Black Bess was always given to her favored consort at any particular time.  Unknown to her lovers, she would place a Ring of Readiness on the mace, saving the matching ring for a special time.  When she grew tired of her consorts, as she always did, she would give the matching ring to a new lover and send the young man out to kill her old paramour.  The new lover would simply call upon the ring and the mace would fly to his hand.

Unfortunately, Redani was done in when she trusted the wrong man to kill her old lover.  Gural of Chessenta, a well-disguised priest of Hoar, took it upon himself to gain vengeance for a man whose skull he had picked up by the side of a road.  Unluckily for Redani, priests of Hoar will go to any length to avenge the dead, even if it means animating all of her dead lovers to tear her limb from limb.

STATISTICS:

Damage:  1D6 + 4
THAC0:  +3
Special:
  10% of all hits cause the target to lose 4 points of Luck
Damage type:  Crushing
Weight:  7
Speed Factor:  5
Proficiency Type:  Maces
Type:  1-handed
Requires: 10 Strength
This fell weapon was crafted by a beautiful and cruel wizardess who worshipped the lady of misfortune, Beshaba.  Her name was Redani, and she was known both for her powers as an enchanter and a seductress.  The Love of Black Bess was always given to her favored consort at any particular time.  Unknown to her lovers, she would place a Ring of Readiness on the mace, saving the matching ring for a special time.  When she grew tired of her consorts, as she always did, she would give the matching ring to a new lover and send the young man out to kill her old paramour.  The new lover would simply call upon the ring and the mace would fly to his hand.

Unfortunately, Redani was done in when she trusted the wrong man to kill her old lover.  Gural of Chessenta, a well-disguised priest of Hoar, took it upon himself to gain vengeance for a man whose skull he had picked up by the side of a road.  Unluckily for Redani, priests of Hoar will go to any length to avenge the dead, even if it means animating all of her dead lovers to tear her limb from limb.

PARAMÈTRES : 

Capacités de combat : 
- 11 % de chance d'augmenter la chance de la cible de 252 (non cumulable) pendant 16 secondes

Enchantement : +4
TAC0 : +3
Dégâts : 1d6 +4
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Masse d'armes
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 10
CBCL011
Boots of Moander
These patchwork boots of red and black leather were created by cultists of Moander, an ancient god of rot and decay.  The boots were used by a number of the Darkbringer's faithful when they fought against Moander's numerous foes, many of whom worshipped nature deities.  The boots were last claimed by Aldarra of Chauntea, who in turn gave them to a half-elven ranger friend, Liberon Twelvetrees.

STATISTICS:

Weight:  4

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

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au sort Enchevêtrement

Poids : 4
CBCL012
Cairn Blade
Named for its ability to lay warriors low, the Cairn Blade was used by the mercenary Adal Kerrn.  Kerrn was a skilled heavy infantryman.  He and his company, Kerrn's Breakers, hired themselves out to all sorts of warlords, bandits, wizards, and religious leaders.  They were typically placed at the front of the battlefield where they would intercept charging heavy cavalry units and break their formation.  Kerrn died in 1054 DR when he accidentally killed the horse of a heavily armored foe.  The horse fell on top of Kerrn, killing him.  In the madness of the battle that followed, most of his comrades were routed.  Though Kerrn's body was never found, the group that had employed him at the time, the church of Helm, recovered his distinctive sword.

STATISTICS:

Damage:  1D10 + 4
THAC0:  +4
Damage type:  Slashing
Weight: 20
Speed Factor: 10
Proficiency Type:  Two Handed sword
Type:  2-handed
Requires: 14 Strength
Named for its ability to lay warriors low, the Cairn Blade was used by the mercenary Adal Kerrn.  Kerrn was a skilled heavy infantryman.  He and his company, Kerrn's Breakers, hired themselves out to all sorts of warlords, bandits, wizards, and religious leaders.  They were typically placed at the front of the battlefield where they would intercept charging heavy cavalry units and break their formation.  Kerrn died in 1054 DR when he accidentally killed the horse of a heavily armored foe.  The horse fell on top of Kerrn, killing him.  In the madness of the battle that followed, most of his comrades were routed.  Though Kerrn's body was never found, the group that had employed him at the time, the church of Helm, recovered his distinctive sword.

PARAMÈTRES : 

Enchantement : +4
TAC0 : +4
Dégâts : 1d10 +4
Type de dégâts : Tranchant
Facteur de vitesse : 10
Type de compétence : Épée à deux mains
Type : Arme à 2 mains

Poids : 20

Nécessite : 
- Force : 14
CBCL013
Baleful Mail
This armor was crafted in 1221 DR by a duergar smith working for a vengeful priest of Bane named Alerri of West Waterdeep.  During Alerri's early days in the priesthood, he frequently provoked and attacked agents of Sune.  Unfortunately for Alerri, Lady Firehair's followers employed charm magic to cease the Banite's antics.  Once he had been charmed, Alerri was commanded to perform all sorts of embarrassing actions in the streets of Waterdeep.  After many years, Alerri decided to honor his god of hate by creating a suit of armor that would protect him from charm magic.  He communed with the spiritual minions of Bane to discover the materials and rituals necessary for the suit's creation.  Following his master's instructions, he murdered thirteen married couples and had their wedding rings woven into the hem of the mail.  He then killed thirteen elves and bathed in their blood, uttering prayers for thirteen hours.  When he was finished, his armor protected him from the magic of the Sunites and filled him with irrepressible hate.  Alerri went on a crusade against the agents of Sune, Llira, and Hanali Celanil for three years.  His killing spree ended when elven archers and priests of Corellon Larethian laid a trap for him on a road going north from Waterdeep.

STATISTICS:

Armor Class: 3
Special:
  Immune to Dire Charm, Charm Person, Confusion, Command, Rigid Thinking
   -2 Charisma while worn
Weight: 45
Requires: 8 Strength
This armor was crafted in 1221 DR by a duergar smith working for a vengeful priest of Bane named Alerri of West Waterdeep.  During Alerri's early days in the priesthood, he frequently provoked and attacked agents of Sune.  Unfortunately for Alerri, Lady Firehair's followers employed charm magic to cease the Banite's antics.  Once he had been charmed, Alerri was commanded to perform all sorts of embarrassing actions in the streets of Waterdeep.  After many years, Alerri decided to honor his god of hate by creating a suit of armor that would protect him from charm magic.  He communed with the spiritual minions of Bane to discover the materials and rituals necessary for the suit's creation.  Following his master's instructions, he murdered thirteen married couples and had their wedding rings woven into the hem of the mail.  He then killed thirteen elves and bathed in their blood, uttering prayers for thirteen hours.  When he was finished, his armor protected him from the magic of the Sunites and filled him with irrepressible hate.  Alerri went on a crusade against the agents of Sune, Llira, and Hanali Celanil for three years.  His killing spree ended when elven archers and priests of Corellon Larethian laid a trap for him on a road going north from Waterdeep.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 3
- Empêche le porteur de lancer des sorts profanes
- Charisme : -2
- Immunité au sort Obstination bornée
- Immunité au sort Injonction
- Immunité au sort Confusion
- Immunité au sort Charmer une personne
- Immunité au sort Charmer une personne ou un mammifère
- Immunité au sort Charme néfaste
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 45

Nécessite : 
- Force : 8
CBCL014
Mithran's Cloak
This elven cloak, woven from silk and wool, was worn by a powerful wizard from Myth Nantar named Mithran Lightpetal.  Mithran was well known for his love of travel and his acceptance of the "N'TelQuessir," or "not people," the non-elven people of the world.  The cloak was actually the cause of his doom, for it was woven and enchanted by his dark elf lover, Rauva Vrinn.  The style of the black and midnight-blue cloak was so obviously non-elven that his associates became suspicious.

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

STATISTICS:

Armor Class Bonus: 3
Saving Throw Bonus: +2
This elven cloak, woven from silk and wool, was worn by a powerful wizard from Myth Nantar named Mithran Lightpetal.  Mithran was well known for his love of travel and his acceptance of the "N'TelQuessir," or "not people," the non-elven people of the world.  The cloak was actually the cause of his doom, for it was woven and enchanted by his dark elf lover, Rauva Vrinn.  The style of the black and midnight-blue cloak was so obviously non-elven that his associates became suspicious.

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

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3
- Jets de sauvegarde : +2

Poids : 5
CBCL016
Cynicism
In 834 DR, a wizard named Legedain the Wiser caught a renowned thief breaking into his tower.  The thief was a cynical burglar named Ilfain Blackfeather.  Legedain was growing old and becoming tired of his frail body.  To remedy the situation, he cast Magic Jar and forced Ilfain's spirit into a host gem.  Legedain then transferred his soul to the young elf's body and left the gem on a shelf nearby.  One hundred years later, Legedain decided to do something with it.  He created a sword for his arrogant bodyguard, Gundak, and transferred Ilfain's spirit from the host gem into the sword.  Ilfain, always highly critical in life, started telepathically criticizing Gundak in combat.  Gundak became annoyed with the sword after two weeks and he threw it into the street.  A series of warriors picked it up and discarded it after short periods of ownership.  Over time, the weapon has simply come to be known by its current name.

STATISTICS:

Damage:  2D4 + 4
THACO:  +4
Special:
  Find Traps 1/Day, Knock 1/Day
Damage Type: Slashing
Weight: 4
Speed Factor: 5
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
In 834 DR, a wizard named Legedain the Wiser caught a renowned thief breaking into his tower.  The thief was a cynical burglar named Ilfain Blackfeather.  Legedain was growing old and becoming tired of his frail body.  To remedy the situation, he cast Magic Jar and forced Ilfain's spirit into a host gem.  Legedain then transferred his soul to the young elf's body and left the gem on a shelf nearby.  One hundred years later, Legedain decided to do something with it.  He created a sword for his arrogant bodyguard, Gundak, and transferred Ilfain's spirit from the host gem into the sword.  Ilfain, always highly critical in life, started telepathically criticizing Gundak in combat.  Gundak became annoyed with the sword after two weeks and he threw it into the street.  A series of warriors picked it up and discarded it after short periods of ownership.  Over time, the weapon has simply come to be known by its current name.

PARAMÈTRES : 

Capacités de charge : 
- Find Traps (1 fois par jour)
- Knock (1 fois par jour)

Enchantement : +4
TAC0 : +4
Dégâts : 2d4 +4
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Épée longue
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
CBCL017
Zilzanzer's Magnificent Dart
The eccentric master wizard Zilzanzer, well known for his Ring of the Gorgon, was also the creator of a number of small magical missile weapons.  "Zilzanzer's Magnificent Darts" were sold to many of the wizards' colleagues.  Unlike many of Zilzanzer's other creations, his darts actually performed as he intended them to.  He created a great number of the darts before his untimely demise.

STATISTICS:

Damage:  1D3 + 2
Special:
  User can throw up to five of Zilzanzer's darts in a single round, regardless of class
Damage type:  Missile (piercing)
Speed Factor: 1
Proficiency Type: Missile Weapons
Type:  1-handed
The eccentric master wizard Zilzanzer, well known for his Ring of the Gorgon, was also the creator of a number of small magical missile weapons.  "Zilzanzer's Magnificent Darts" were sold to many of the wizards' colleagues.  Unlike many of Zilzanzer's other creations, his darts actually performed as he intended them to.  He created a great number of the darts before his untimely demise.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à une demi

Enchantement : +2
Dégâts : 1d3 +2
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 1
Type de compétence : Fléchette
Type : Arme à 1 main

Poids : 0
CBCL018
Spell Diver
The sellsword Naradon of Thesk was known for his ability to quickly and efficiently defeat enemy mages even when outnumbered.  He earned this reputation with the help of three items: Potions of Speed, Boots of Speed, and his trusted short sword, Spell Diver.  Unlike many other magical weapons, Spell Diver does not have a dark, murderous history.  Naradon retired from adventuring when he was thirty-two.  His fondness for Potions of Speed caught up with him when he died of old age four years later.  His only heir had no desires to be an adventurer.  He sold the weapon to a known cat burglar a few years after his father's death.  The sword can be recognized by the kingfisher stamped into the ricasso.

STATISTICS:

Damage:  1D6 + 2
THAC0:  +2
Special:
  50% of all hits nullify the target's ability cast spells for 2 rounds
  +1 to Save vs. Spells
  +5% Magic Resistance
Damage type:  Piercing
Weight:  1
Speed Factor:  1
Proficiency Type:  Small Sword
Type:  1-handed
Requires: 5 Strength
The sellsword Naradon of Thesk was known for his ability to quickly and efficiently defeat enemy mages even when outnumbered.  He earned this reputation with the help of three items: Potions of Speed, Boots of Speed, and his trusted short sword, Spell Diver.  Unlike many other magical weapons, Spell Diver does not have a dark, murderous history.  Naradon retired from adventuring when he was thirty-two.  His fondness for Potions of Speed caught up with him when he died of old age four years later.  His only heir had no desires to be an adventurer.  He sold the weapon to a known cat burglar a few years after his father's death.  The sword can be recognized by the kingfisher stamped into the ricasso.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +1 contre les sorts
- Résistance à la magie : +5 %

Capacités de combat : 
- 51 % de chance de provoquer l'échec des sorts divins incantés par la cible pendant 14 secondes
- 51 % de chance de provoquer l'échec des sorts profanes incantés par la cible pendant 14 secondes

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Épée courte
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 5
CBCL020
Robe of the Hand
Created during the golden age of the elves of the Seldarine's Hand and the dwarves of Dorn's Deep, it was worn by the elven wizards of Hand.  Although a very cumbersome robe, it provided its wearer protection against the elements of Cold, Fire, and Electricity.

STATISTICS:

Armor Class:  9
Dexterity: -2 penalty
Resistance Bonuses:
  +40% Cold Resistance
  +40% Fire Resistance
  +40% Electrical Resistance
Weight:  10
Created during the golden age of the elves of the Seldarine's Hand and the dwarves of Dorn's Deep, it was worn by the elven wizards of Hand.  Although a very cumbersome robe, it provided its wearer protection against the elements of Cold, Fire, and Electricity.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 9
- Dextérité : -2
- Résistance au feu : +40 %
- Résistance au froid : +40 %
- Résistance à l'électricité : +40 %

Poids : 10
CBCL022
The Giving Star
This black and silver morning star was created by a Cormyrean necromancer called Dameth the Wan.  Although it appears to be a sinister weapon, the unadorned surfaces of the morning star mask its dreadful power.  The weapon was sold to a priest of Myrkul who put it to good use in his battles against adventurers.  Eventually, however, the priest was overcome by a paladin of Lathander who confiscated the item.  When the mountain temple where the morning star was contained was sacked by giants in 1190 DR, the history of the weapon ended.

STATISTICS:

Damage:  2D4 + 3
THAC0: +3
Special:
  10% of all hits cast Cure Light Wounds on the user and give a +1 bonus to Strength for 5 rounds
Damage type:  Crushing
Weight: 9
Speed Factor: 4
Proficiency Type:  Flail/Morningstar
Type:  1-handed
Requires: 11 Strength
This black and silver morning star was created by a Cormyrean necromancer called Dameth the Wan.  Although it appears to be a sinister weapon, the unadorned surfaces of the morning star mask its dreadful power.  The weapon was sold to a priest of Myrkul who put it to good use in his battles against adventurers.  Eventually, however, the priest was overcome by a paladin of Lathander who confiscated the item.  When the mountain temple where the morning star was contained was sacked by giants in 1190 DR, the history of the weapon ended.

PARAMÈTRES : 

Capacités de combat : 
- 11 % de chance d'augmenter la force du porteur de 1 pendant 35 secondes
- 11 % de chance de dessoûler le porteur de manière permanente
- 11 % de chance de lancer instantanément le sort Soin des blessures légères sur le porteur (comme un lanceur de sorts de niveau 1)

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Fléau d'armes/morgenstern
Type : Arme à 1 main

Poids : 9

Nécessite : 
- Force : 11
CBCL023A
Gauntlets of Valor
An extremely valuable magic item on its own, the Gauntlet of Valor is part of one of only three remaining Power Arms made by the elven archmages of Myth Drannor.  The devices were crafted for use by champions defending the ancient elven city on the rare occasions when it was in danger.  This eternally shining gauntlet represents a pinnacle of elven craftsmanship and enchantment.  Adventurers and ambitious villains across the Realms yearn to find the location of all the pieces of the Power Arms.

STATISTICS:

Damage: 1D4 + 1
THAC0: +1
Special:
  Wearer is immune to Charm, Hold, Sleep, and related spells
  Wearer can invoke the innate powers of the Gauntlet of Valor 3/day to be used as a weapon
  12% of all hits cause 3D6 points of Crushing damage and Stun the target for 3 seconds
Damage type:  Crushing
Weight: 2
An extremely valuable magic item on its own, the Gauntlet of Valor is part of one of only three remaining Power Arms made by the elven archmages of Myth Drannor.  The devices were crafted for use by champions defending the ancient elven city on the rare occasions when it was in danger.  This eternally shining gauntlet represents a pinnacle of elven craftsmanship and enchantment.  Adventurers and ambitious villains across the Realms yearn to find the location of all the pieces of the Power Arms.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au sort Toile d'araignée
- Immunité au sort Sommeil
- Immunité au sort Chaos
- Immunité au sort Immobilisation des Monstres
- Immunité au sort Hâte
- Immunité au sort Charmer une personne
- Immunité au sort Domination mentale
- Immunité au sort Délivrance de la paralysie
- Immunité au sort Immobilisation des personnes
- Immunité au sort Charmer une personne ou un mammifère
- Immunité au sort Enchevêtrement
- Immunité aux toiles
- Immunité au sommeil
- Immunité à la paralysie
- Immunité aux charmes

Poids : 2
CBCL024
Helm of the Trusted Defender
This helmet was worn for four hundred years by halflings and gnomes in the small and virtually unknown community called Shepherd's Valley.  Each dawn, the Night Watch captain would hand the helmet over the Day Watch captain.  Each dusk, the Day Watch captain returned the helm.  This cycle continued without fail until Pheldon Tock, a Night Watch captain, decided to trade in the helm for another.  The helmet probably would have remained in Gibling Armstrong's Curious Armor Shoppe for quite some time if a bored dwarf hadn't bought it and set it on his mantle in distant lands.

STATISTICS:

Armor Class Bonus:  3
Special:
  User is immune to Sleep and never suffers from Fatigue
Weight:  2
This helmet was worn for four hundred years by halflings and gnomes in the small and virtually unknown community called Shepherd's Valley.  Each dawn, the Night Watch captain would hand the helmet over the Day Watch captain.  Each dusk, the Day Watch captain returned the helm.  This cycle continued without fail until Pheldon Tock, a Night Watch captain, decided to trade in the helm for another.  The helmet probably would have remained in Gibling Armstrong's Curious Armor Shoppe for quite some time if a bored dwarf hadn't bought it and set it on his mantle in distant lands.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Classe d'armure : +3
- Fatigue : Passe à 0 %
- Immunité au sort Injonction
- Immunité au sort Sommeil
- Immunité à la fatigue
- Immunité au sommeil

Poids : 2
CBCL025
Sune's Laurel of Favor
This wreath of laurel leaves and roses was a gift from the church of Sune to the priestesses of Hanali Celanil at the Hand of the Seldarine.  The representatives of the human goddess of love and beauty were well received and the high priestess of Hanali Celanil wore the laurel whenever humans were visiting the Hand.  The orcs discarded the laurel as useless trash when they sacked the priests' tower.

STATISTICS:

Armor Class Bonus: 1
Special:  +1 Charisma while worn
Weight:  1
This wreath of laurel leaves and roses was a gift from the church of Sune to the priestesses of Hanali Celanil at the Hand of the Seldarine.  The representatives of the human goddess of love and beauty were well received and the high priestess of Hanali Celanil wore the laurel whenever humans were visiting the Hand.  The orcs discarded the laurel as useless trash when they sacked the priests' tower.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Classe d'armure : +1
- Charisme : +1

Poids : 1
CBCL027
Winter King's Plate
This armor was crafted from the hide of the most powerful polar worm in Icewind Dale, known by the natives as the "Winter King."  The hide of the creature is extremely thick and tough, but surprisingly light.  It is very unusual in its appearance, colored white with blue accents.

STATISTICS:

Armor Class: 3
Special:  
  +25% Resist Cold and Fire
Weight: 25
Requires: 12 Strength
This armor was crafted from the hide of the most powerful polar worm in Icewind Dale, known by the natives as the "Winter King."  The hide of the creature is extremely thick and tough, but surprisingly light.  It is very unusual in its appearance, colored white with blue accents.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les armes tranchantes
- Classe d'armure de base : 3
- Empêche le porteur de lancer des sorts profanes
- Résistance au feu : +25 %
- Résistance au froid : +25 %
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 25

Nécessite : 
- Force : 12
CBCL028
Kiss of the Gloomfrost
This weapon was fashioned by your hands, guided by the dwarf, Tiernon.  Forged from ice taken from the walls of the Gloomfrost, this blade has taken some of the glacier and some of your strength into it, creating a formidable weapon. Though made of ice, the weapon is only slightly cold to the touch and does not melt, even when exposed to the hottest flames.

STATISTICS:

Damage:  1D8 + 4
THAC0: +4
Special: 
  +10% Fire Resistance
  +10% Cold Resistance
  Storm of Vengeance 1/Day
  5% Chance of 2-12 Cold Damage
Damage Type:  Slashing
Weight: 3
Speed Factor:  1
Proficiency Type:  Long Sword
Type:  1-handed
Requires: 6 Strength
This weapon was fashioned by your hands, guided by the dwarf, Tiernon.  Forged from ice taken from the walls of the Gloomfrost, this blade has taken some of the glacier and some of your strength into it, creating a formidable weapon. Though made of ice, the weapon is only slightly cold to the touch and does not melt, even when exposed to the hottest flames.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au feu : +10 %
- Résistance au froid : +10 %
- Résistance aux dégâts de feu magiques : +10 %
- Résistance aux dégâts de froid magiques : +10 %

Capacités de charge : 
- Storm of Vengeance (1 fois par jour)

Capacités de combat : 
- 6 % de chance d'infliger 2d6 points de dégâts de froid supplémentaires

Enchantement : +4
TAC0 : +4
Dégâts : 1d8 +4
Type de dégâts : Tranchant
Facteur de vitesse : 1
Type de compétence : Épée longue
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
CBCL029
Bone Kris of Black Ichor
Oddly enough, this shard of bone is shaped in a form similar to a Kris.  What is even more unique is that the hilt of the Kris will occasionally secrete a black poisonous ichor.

STATISTICS:

Damage: 1D4 + 2
THAC0: +2
Special: 
  Upon the player scoring a hit with this weapon, there will be a 20% chance that the target will be poisoned (Save vs. paralyze, poison, or death magic to counter effects)
Damage type: Piercing
Weight: 3
Speed Factor: 2
Proficiency Type: Dagger
Requires: 3 Strength
Oddly enough, this shard of bone is shaped in a form similar to a Kris.  What is even more unique is that the hilt of the Kris will occasionally secrete a black poisonous ichor.

PARAMÈTRES : 

Capacités de combat : 
- 21 % de chance d'empoisonner la cible et de lui infliger 1 point de dégâts par seconde pendant 21 secondes (jet de sauvegarde contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +2
Type de dégâts : Perforant
Facteur de vitesse : 2
Type de compétence : Dague
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 3
CBCL030
Symbol of Labelas Enoreth
Created during the golden age between of the elves of the Seldarine's Hand and the dwarves of Dorn's Deep. This ring was created to empower young wizards with greater focus to cast their spells more effectively. Although the elder wizards of the Hand were some of the most powerful in the realm, they were always involved in various research or experiments that prevented them from joining less critical battles or expeditions.

STATISTICS:

Intelligence: +1 Bonus
Created during the golden age between of the elves of the Seldarine's Hand and the dwarves of Dorn's Deep. This ring was created to empower young wizards with greater focus to cast their spells more effectively. Although the elder wizards of the Hand were some of the most powerful in the realm, they were always involved in various research or experiments that prevented them from joining less critical battles or expeditions.

PARAMÈTRES : 

Capacités d'équipement : 
- Intelligence : +1

Poids : 0
CBCL031
Lonesome Road
This was the weapon of a cursed soul, doomed to wander the length and breadth of Faerun for his crimes against the elves of Myth Drannor.  Denell Harband was a human involved with the creation of the "Halfaxe Trail."  Under the orders of his commander, Halvan the Dark, he forged ahead through elven forests despite protests and repeated attacks.  When he was finally captured by the elves, he stated emphatically that he was free of guilt because he was just following his orders.  The elven council deemed that Denell be placed under a High Geas to carry his axe from the Sword Coast of Faerun to its borders in the east, and from the Great Glacier to Lurien.  It took Denell thirty years to complete his task.  When he finished, he was an accomplished warrior, weathered and beaten by years on foreign roads.  On his way back to his home, he passed by Harrowdale and saw a wooden statue of Halvan the Dark raised proudly in a small town square.  With a single-handed blow, he lodged his huge axe into Halvan's forehead.  Never breaking stride, he returned to his hut where he lived out the rest of his days as a reclusive farmer.

STATISTICS:

Damage:  1D10 + 3
THAC0:  +3
Special:  
  +1 to Constitution while equipped
Damage type:  Slashing
Weight:  10
Speed Factor:  6
Proficiency Type:  Axe
Type:  2-handed
Requires: 10 Strength
This was the weapon of a cursed soul, doomed to wander the length and breadth of Faerun for his crimes against the elves of Myth Drannor.  Denell Harband was a human involved with the creation of the "Halfaxe Trail."  Under the orders of his commander, Halvan the Dark, he forged ahead through elven forests despite protests and repeated attacks.  When he was finally captured by the elves, he stated emphatically that he was free of guilt because he was just following his orders.  The elven council deemed that Denell be placed under a High Geas to carry his axe from the Sword Coast of Faerun to its borders in the east, and from the Great Glacier to Lurien.  It took Denell thirty years to complete his task.  When he finished, he was an accomplished warrior, weathered and beaten by years on foreign roads.  On his way back to his home, he passed by Harrowdale and saw a wooden statue of Halvan the Dark raised proudly in a small town square.  With a single-handed blow, he lodged his huge axe into Halvan's forehead.  Never breaking stride, he returned to his hut where he lived out the rest of his days as a reclusive farmer.

PARAMÈTRES : 

Capacités d'équipement : 
- Constitution : +1

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 6
Type de compétence : Hache
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 10
CBCL032
Lyre of Progression
The Lyre of Progression was created by the bard Sedini Paletto.  Sedini was a teacher of young aspiring bards during difficult times.  This instrument, held close at all times, helped Sedini fight off those who would attack him or his students.  When Sedini grew old, he passed it on to his best student, Galwen Alaman.  Galwen continued teaching for a few years before setting out into the wilderness on a life of adventure.  It is believed that he lost the lyre when he accidentally dropped it in a marsh.

STATISTICS:

Held under the left arm, this instrument allows a bard to memorize two extra second level spells and an extra third level spell.
The Lyre of Progression was created by the bard Sedini Paletto.  Sedini was a teacher of young aspiring bards during difficult times.  This instrument, held close at all times, helped Sedini fight off those who would attack him or his students.  When Sedini grew old, he passed it on to his best student, Galwen Alaman.  Galwen continued teaching for a few years before setting out into the wilderness on a life of adventure.  It is believed that he lost the lyre when he accidentally dropped it in a marsh.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort profane supplémentaire de niveau 3
- Mémorisation de 2 sorts profanes supplémentaires de niveau 2

Poids : 2
CBCL033
Mail of Life
This armor was crafted from meteoric iron by dwarven and elven smiths during the Time of Cooperation.  A high priest of Moradin and a high priest of Labelas Enoreth enchanted the armor with its powers.  Unfortunately, no elven or dwarven warrior ever wore the chain mail.  When troubles arose between the Hand of the Seldarine and Dorn's Deep, the dwarves locked the armor in a vault, refusing to use anything the elves had a hand in creating.

STATISTICS:

Armor Class: 2
Special:
  +10 Hit Points
  Wearer Regenerates 1 hit point per turn
Weight: 40
Requires: 8 Strength
This armor was crafted from meteoric iron by dwarven and elven smiths during the Time of Cooperation.  A high priest of Moradin and a high priest of Labelas Enoreth enchanted the armor with its powers.  Unfortunately, no elven or dwarven warrior ever wore the chain mail.  When troubles arose between the Hand of the Seldarine and Dorn's Deep, the dwarves locked the armor in a vault, refusing to use anything the elves had a hand in creating.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 2
- Empêche le porteur de lancer des sorts profanes
- Régénère 1 point de vie toutes les 30 secondes
- Points de vie maximum : +10
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 40

Nécessite : 
- Force : 8
CBCL034
Mantle of the Coming Storm
This seemingly threadbare robe had become "dormant" upon Lysan's command, so as not to expose herself as a priestess of Auril. When as much as a single snowflake falls upon the robe, it transforms into a scintillating cloak of white that allows the wielder to float above snow drifts and walk through even raging rivers with ease. Most merchants will not wish to purchase this item, or will do so at a very low price, as they see it as a sacred item of Auril the Frost-Maiden and likely to attract her followers... and her displeasure.

Created during the ceremonies of the Coming Storm (the onset of winter) to Auril, these robes are specially created to resist flames and allow the wearer to resist any attempt to stop or hold them. Although the priestesses of Auril are naturally resistant to cold and can move through snow and icy rivers with ease, these cloaks amplify the protection of the goddess, allowing the wearer additional cold resistance (which allows a wearer already immune to cold to absorb its power) and even goes so far as to leach the heat from fire attacks directed at the wearer. In addition, the robe may be invoked to allow the wearer to pass over or through any obstacle designed to hold them, whether Web spells, ghoul paralyzation, Hold Person spells and the like.

STATISTICS:

Special: Casts 'Free Action' (3 Charges)
Armor Class Bonus: 1
Resistance Bonuses:
  +1 Save vs. Paralyzation
  +30% Cold Resistance
  +30% Fire Resistance
Weight:  1
This seemingly threadbare robe had become "dormant" upon Lysan's command, so as not to expose herself as a priestess of Auril. When as much as a single snowflake falls upon the robe, it transforms into a scintillating cloak of white that allows the wielder to float above snow drifts and walk through even raging rivers with ease. Most merchants will not wish to purchase this item, or will do so at a very low price, as they see it as a sacred item of Auril the Frost-Maiden and likely to attract her followers... and her displeasure.

Created during the ceremonies of the Coming Storm (the onset of winter) to Auril, these robes are specially created to resist flames and allow the wearer to resist any attempt to stop or hold them. Although the priestesses of Auril are naturally resistant to cold and can move through snow and icy rivers with ease, these cloaks amplify the protection of the goddess, allowing the wearer additional cold resistance (which allows a wearer already immune to cold to absorb its power) and even goes so far as to leach the heat from fire attacks directed at the wearer. In addition, the robe may be invoked to allow the wearer to pass over or through any obstacle designed to hold them, whether Web spells, ghoul paralyzation, Hold Person spells and the like.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Jets de sauvegarde : +1 contre la pétrification et la métamorphose
- Résistance au feu : +30 %
- Résistance au froid : +30 %

Capacités de charge : 
- Free Action (3 fois par jour)

Poids : 1
CBCL035
Mirror of Black Ice
Wrapped with serpentine twine around its corners and tapped in place by Tiernon's hands, this mirror of black ice may now be worn around the neck.  It still serves the same function as the original black ice mirror, but it feels much lighter now, and the reflections within the mirror seem both sharper and duller at the same time.

The power of the Mirror of Black Ice lies in its ability to confound the sight of an attacker.  Merely wearing it provides a boon to the wearer's defenses, as attackers will discover the wearer suddenly isn't where they thought he was when they first attacked.  By concentrating on the mirror, however, the wearer may alter what others see when they look at him, distorting his image to make him harder to hit, or splitting his image into several reflections of himself, further confusing attackers.  The mirror contains only a limited number amount of energy to perform these greater feats, but when the Blur and Mirror Image powers are gone, the passive defenses will remain.

STATISTICS:

Armor Class Bonus: 
  3 vs. Missile Attacks
  2 vs. All Physical Melee Attacks except Crushing Attacks
Special:
 +3 to Saving Throws vs. Spells and Wands, Staves, Rods
 Cast Blur
 Cast Mirror Image
Wrapped with serpentine twine around its corners and tapped in place by Tiernon's hands, this mirror of black ice may now be worn around the neck.  It still serves the same function as the original black ice mirror, but it feels much lighter now, and the reflections within the mirror seem both sharper and duller at the same time.

The power of the Mirror of Black Ice lies in its ability to confound the sight of an attacker.  Merely wearing it provides a boon to the wearer's defenses, as attackers will discover the wearer suddenly isn't where they thought he was when they first attacked.  By concentrating on the mirror, however, the wearer may alter what others see when they look at him, distorting his image to make him harder to hit, or splitting his image into several reflections of himself, further confusing attackers.  The mirror contains only a limited number amount of energy to perform these greater feats, but when the Blur and Mirror Image powers are gone, the passive defenses will remain.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +2 contre les armes perforantes
- Classe d'armure : +3 contre les projectiles
- Jets de sauvegarde : +3 contre les sorts

Capacités de charge : 
- Blur (10 fois par jour)
- Mirror Image (10 fois par jour)

Poids : 0
CBCL036
The Sword of Myrloch Vale
It is believed that fae creatures helped create this beautiful sword, and legends say that it was forged in the cool depths of Myrloch, the large lake at the center of Gwynneth in the Moonshaes.  The weapon has an unearthly look to it, and it is believed to be quite old.  The only individual known to have carried the weapon was a half-elven bard named Daen Winterbrush.  It is said by some that after he found the sword, quite by accident, that he was blessed with exceptional creativity and powerful sensitivity to the world around him.  He traveled for forty years and is known for some of the most unique, haunting melodies in Faerun.  It is believed that Daen eventually became too melancholy at the sights of misery and oppression that he encountered in his travels, and that the fae smiths of the Moonshae Isles welcomed him into the breast of Myrloch.

STATISTICS:

Damage:  1D8 + 3
THACO:  +3
Special:  
  +20 to Lore skill while equipped
Damage Type:  Slashing
Weight:  4
Speed Factor:  4
Proficiency Type:  Long Swords
Type:  1-handed
Requires: 6 Strength
It is believed that fae creatures helped create this beautiful sword, and legends say that it was forged in the cool depths of Myrloch, the large lake at the center of Gwynneth in the Moonshaes.  The weapon has an unearthly look to it, and it is believed to be quite old.  The only individual known to have carried the weapon was a half-elven bard named Daen Winterbrush.  It is said by some that after he found the sword, quite by accident, that he was blessed with exceptional creativity and powerful sensitivity to the world around him.  He traveled for forty years and is known for some of the most unique, haunting melodies in Faerun.  It is believed that Daen eventually became too melancholy at the sights of misery and oppression that he encountered in his travels, and that the fae smiths of the Moonshae Isles welcomed him into the breast of Myrloch.

PARAMÈTRES : 

Capacités d'équipement : 
- Connaissance : +20

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Épée longue
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
CBCL037
Mystery of the Dead
This front of this huge steel shield is decorated with black enameled patterns and a single skull set in the center.  The interior of the shield is etched with encrypted ancient writings.  The only legible words are at the top, and read, "AND WHAT OF THE DEAD?"  The history of the item is completely hidden from divination.

STATISTICS:

Armor Class Bonus: 4
Special:
  +1 vs. Missile Weapons
  Bearer is immune to Finger of Death and Power Word: Kill
Weight: 20
Requires: 15 Strength
This front of this huge steel shield is decorated with black enameled patterns and a single skull set in the center.  The interior of the shield is etched with encrypted ancient writings.  The only legible words are at the top, and read, "AND WHAT OF THE DEAD?"  The history of the item is completely hidden from divination.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +4
- Immunité au sort Mot de pouvoir : Mort
- Immunité au sort Doigt de Mort

Poids : 20

Nécessite : 
- Force : 15
CBCL038
Ogi-Luc's Great Robe
This robe was fashioned from strong fabric and dyed dark blue, the favorite color of its proud owner, the archmage Ogi-Luc.  A Sembian by birth, Ogi-Luc was a powerful man, as strong in body as he was in mind.  However, Ogi-Luc wasn't content to merely be strong.  He wanted to be exceptionally strong.  When he put on these robes, proud men stood aside and braggarts stilled their tongues.  For all of Ogi-Luc's pride and prowess, he was unable to defeat the Red Wizard abjurer Nesk Vhaltim.  Nesk took the robes as a prize.  They were later stolen and sold by a daring rogue.

STATISTICS:

Armor Class:  4
Special:  
  Grants 18/99 Strength
  +2 to Con
Weight:  5
This robe was fashioned from strong fabric and dyed dark blue, the favorite color of its proud owner, the archmage Ogi-Luc.  A Sembian by birth, Ogi-Luc was a powerful man, as strong in body as he was in mind.  However, Ogi-Luc wasn't content to merely be strong.  He wanted to be exceptionally strong.  When he put on these robes, proud men stood aside and braggarts stilled their tongues.  For all of Ogi-Luc's pride and prowess, he was unable to defeat the Red Wizard abjurer Nesk Vhaltim.  Nesk took the robes as a prize.  They were later stolen and sold by a daring rogue.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 4
- Force : Passe à 18
- Force exceptionnelle : Passe à 99
- Constitution : +2

Poids : 5
CBCL041
The Snow Maiden's Reaver
The only material parts of this icy weapon are the hilt, grip, and pommel, wrought from shining silver and steel.  It was created in 1099 DR by the chosen of Auril, Ihanora the Merciful.  Ihanora roamed the north, leading ruthless attacks against all those who attempted to find solace from the cold or fight its effects.  She traveled with a motley crew of yetis, polar worms, frost giants, and a white dragon, freezing everything in her wake.  Ihanora was defeated in 1108 DR by the notorious Red Mask Brigade, headed by the ruthless killer known as Bitter Harley.

STATISTICS:

Damage:  2D4 + 2
THAC0: +2
Special: 
  2% chance of turning the target to solid ice
Damage Type:  Cold
Weight:  10
Speed Factor:  6
Proficiency Type:  Bastard Sword
Type:  1-handed
Requires: 11 Strength
The only material parts of this icy weapon are the hilt, grip, and pommel, wrought from shining silver and steel.  It was created in 1099 DR by the chosen of Auril, Ihanora the Merciful.  Ihanora roamed the north, leading ruthless attacks against all those who attempted to find solace from the cold or fight its effects.  She traveled with a motley crew of yetis, polar worms, frost giants, and a white dragon, freezing everything in her wake.  Ihanora was defeated in 1108 DR by the notorious Red Mask Brigade, headed by the ruthless killer known as Bitter Harley.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 2d4 +2 points de dégâts de froid supplémentaires
- 3 % de chance de tuer instantanément la cible

Enchantement : +2
Type de dégâts : Tranchant
Facteur de vitesse : 6
Type de compétence : Épée bâtarde
Type : Arme à 1 main

Poids : 10

Nécessite : 
- Force : 11
CBCL042
Edion's Ring of Wizardry
Edion, a dying necromancer from Sembia, was the recent owner of this powerful ring.  He crafted the ring himself for his private use.  In his later years, he became so accustomed to wearing it that he almost never removed it.  He wore it on the same finger that he would wear a wedding ring on, to symbolize his marriage to the Art.

STATISTICS:

Doubles the character's available number of 5th level mage spells.
Edion, a dying necromancer from Sembia, was the recent owner of this powerful ring.  He crafted the ring himself for his private use.  In his later years, he became so accustomed to wearing it that he almost never removed it.  He wore it on the same finger that he would wear a wedding ring on, to symbolize his marriage to the Art.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation de 5 sorts profanes supplémentaires de niveau 5

Poids : 0
CBCL043
Rogue's Cowl
This dark brown cowl is meant to be worn on the head and over the shoulders as a broad hood.  It was crafted by the gnomish thief and illusionist Brein Chestnut.  Brein used the cowl on his own adventures for several years before his childhood sweetheart convinced him to settle down.  He gave the cowl to his nephew, Chirchet, who in turn sold the item for a large stretch of farmland.

STATISTICS:

Armor Class Bonus:  +2
Special:  
  +10% to Stealth
  Wearer can cast Blindness and Color Spray 1/Day
Weight:  2
This dark brown cowl is meant to be worn on the head and over the shoulders as a broad hood.  It was crafted by the gnomish thief and illusionist Brein Chestnut.  Brein used the cowl on his own adventures for several years before his childhood sweetheart convinced him to settle down.  He gave the cowl to his nephew, Chirchet, who in turn sold the item for a large stretch of farmland.

PARAMÈTRES : 

Capacités d'équipement : 
- Protection contre les coups critiques
- Classe d'armure : +2
- Furtivité : +10 %

Capacités de charge : 
- Blindness (1 fois par jour)
- Color Spray (1 fois par jour)

Poids : 2
CBCL044
Shimmering Sash
One of many beautiful enchanted sashes created in the southern reaches of Zakhara, this luxurious silk item was created to aid its wearers in evading attacks.  The Brotherhood of the True Sun, a society of holy slayers, granted these sashes to their most devout servants.  This particular sash was most recently in the possession of the holy slayer Khamu Bedi.  A string of delicate black characters on the red silk read, "Be swift, powerful, and deadly.  But above all else, be moral."

STATISTICS:

Wearer is under the effects of Blur
Weight: 2
One of many beautiful enchanted sashes created in the southern reaches of Zakhara, this luxurious silk item was created to aid its wearers in evading attacks.  The Brotherhood of the True Sun, a society of holy slayers, granted these sashes to their most devout servants.  This particular sash was most recently in the possession of the holy slayer Khamu Bedi.  A string of delicate black characters on the red silk read, "Be swift, powerful, and deadly.  But above all else, be moral."

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité au sort Flou

Poids : 2
CBCL046
Serrated Bone Blade
Emanating a faint blue aura, this gigantic weapon is a serrated two-handed sword made of bone.  It will occasionally strike with a shocking force of cold, chilling the player to the bone.

STATISTICS:

Damage: 1D10 + 3
THAC0: +3
Special: 
  20% chance +1D10 cold damage
Damage type: Slashing
Weight: 25
Speed Factor: 10
Proficiency Type: Two Handed sword
Type: 2-Handed
Requires: 14 Strength
Emanating a faint blue aura, this gigantic weapon is a serrated two-handed sword made of bone.  It will occasionally strike with a shocking force of cold, chilling the player to the bone.

PARAMÈTRES : 

Capacités de combat : 
- 21 % de chance d'infliger 1d10 points de dégâts de froid magique supplémentaires

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 10
Type de compétence : Épée à deux mains
Type : Arme à 2 mains

Poids : 25

Nécessite : 
- Force : 14
CBCL048
Spendelard's Protector
The wizard Spendelard was famous for his extremely utilitarian spells.  While he was not threatened a great deal during his life, his rare but far-reaching travels often took him into dangerous situations.  A staff of his making protected him on those occasions.  He eventually acquired a staff, which he found more to his liking and sold his worn Protector to a traveling druid of Chauntea.

STATISTICS:

Damage:  1D6 + 1
THAC0:  +1
Armor Class Bonus: 1
Resistance Bonus +1 Save vs. Spells
Damage type:  Crushing
Weight:  3
Speed Factor:  3
Proficiency Type:  Quarter Staves
Type:  2-handed
Requires: 5 Strength
The wizard Spendelard was famous for his extremely utilitarian spells.  While he was not threatened a great deal during his life, his rare but far-reaching travels often took him into dangerous situations.  A staff of his making protected him on those occasions.  He eventually acquired a staff, which he found more to his liking and sold his worn Protector to a traveling druid of Chauntea.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Jets de sauvegarde : +1 contre les sorts

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +1
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : Bâton
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
CBCL049
Stomper's Boots
This pair of extremely sturdy boots were owned by the Thentian explorer Bordel "Stomper" Farpath.  Bordel was famed throughout the Moonsea for his hiking contests.  Bordel and a group of fellow explorers would specify a location in Faerun to march to.  The contestants would then hike to the location by the quickest route possible.  Bordel won far more of the competitions than he lost, and he had a reputation for having extremely heavy footsteps.  This earned him the nickname "Stomper."  When Bordel died in a rockslide, he was buried in the wilderness.  Several years after his death, rumors began circulating that Bordel's boots were actually enchanted to make him sound loud when he approached.  This rumor spiraled out of control, eventually going so far as to say that Bordel's boots were capable of shaking down houses with their weight.  By the time thieves stole the boots ten years after Bordel's death, they had taken on the properties that so many people believed they possessed.

STATISTICS:

Allows the wearer to cast Earthquake 1/Day.
Weight: 4
This pair of extremely sturdy boots were owned by the Thentian explorer Bordel "Stomper" Farpath.  Bordel was famed throughout the Moonsea for his hiking contests.  Bordel and a group of fellow explorers would specify a location in Faerun to march to.  The contestants would then hike to the location by the quickest route possible.  Bordel won far more of the competitions than he lost, and he had a reputation for having extremely heavy footsteps.  This earned him the nickname "Stomper."  When Bordel died in a rockslide, he was buried in the wilderness.  Several years after his death, rumors began circulating that Bordel's boots were actually enchanted to make him sound loud when he approached.  This rumor spiraled out of control, eventually going so far as to say that Bordel's boots were capable of shaking down houses with their weight.  By the time thieves stole the boots ten years after Bordel's death, they had taken on the properties that so many people believed they possessed.

PARAMÈTRES : 

Capacités de charge : 
- Tremblement de terre (comme un lanceur de sorts de niveau 14) (1 fois par jour)

Poids : 4
CBCL050
Sanctified War Hammer +3
Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft.  It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat.

STATISTICS:

Damage:  1D4 + 4
THAC0:  +3
Special:
  Memorize 2 additional 1st level Priest spells
  Memorize 1 additional 2nd level Priest spell
  Memorize 1 additional 3rd level Priest spell
Damage type:  Crushing
Weight: 6
Speed Factor: 3
Proficiency Type: Hammers
Type:  1-handed
Requires: 9 Strength)
Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft.  It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort divin supplémentaire de niveau 3
- Mémorisation d'un sort divin supplémentaire de niveau 2
- Mémorisation de 2 sorts divins supplémentaires de niveau 1

Enchantement : +4
TAC0 : +3
Dégâts : 1d4 +4
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : Marteau de guerre
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 9
CBCL051
War Hammer +5: Defender
Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft.  It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat.

STATISTICS:

Damage:  1D4 + 5
THAC0:  +5
Armor Class Bonus: 2
Resistance Bonuses:
  +15% Piercing Resistance
  +15% Slashing Resistance
  +15% Crushing Resistance
  +15% Magic Resistance
  +3 Save vs. Spells
  20% chance to heal 1d4 HP on bearer upon successful hit
Damage type:  Crushing
Weight: 6
Speed Factor: 3
Proficiency Type: Hammers
Type:  1-handed
Requires: 9 Strength
Like others of its type, this warhammer is made entirely of steel, with a bone-crushing hammer mounted upon an 18" shaft.  It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Jets de sauvegarde : +3 contre les sorts
- Résistance à la magie : +15 %
- Résistance aux dégâts tranchants : +15 %
- Résistance aux dégâts contondants : +15 %
- Résistance aux dégâts perforants : +15 %

Capacités de combat : 
- 21 % de chance de soigner 1d4 points de vie au porteur de manière permanente

Enchantement : +5
TAC0 : +5
Dégâts : 1d4 +5
Type de dégâts : Contondant
Facteur de vitesse : 3
Type de compétence : Marteau de guerre
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 9
CBCL052
Poisonous Battle Axe +2
Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes.

STATISTICS:

Damage:  1D8 + 2
THAC0: +2
Special: 
  25% chance target is Poisoned
Damage type:  Slashing
Weight: 7
Speed Factor: 7
Proficiency Type: Axe
Type:  1-handed
Requires: 10 Strength
Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes.

PARAMÈTRES : 

Capacités de combat : 
- 26 % de chance d'empoisonner la cible et de lui infliger 1 point de dégâts toutes les 4 secondes pendant 100 secondes

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Hache
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 10
CBCL053
Benorg's Truth
Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes.

STATISTICS:

Damage:  1D8 + 4
THAC0: +4
Armor Class Bonus: 1
Special:
  +1D6 additional crushing damage
  10% chance target is Stunned
Damage type:  Slashing
Weight: 7
Speed Factor: 7
Proficiency Type: Axe
Type:  1-handed
Requires: 10 Strength
Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1

Capacités de combat : 
- Inflige 1d6 points de dégâts contondants supplémentaires
- 11 % de chance d'étourdir la cible pendant 4 secondes

Enchantement : +4
TAC0 : +4
Dégâts : 1d8 +4
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Hache
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 10
CBCL054
Two-Handed Axe of Resistance +3
This mighty weapon consists of a four- to five-feet haft with a very heavy blade.  The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade.  It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe.

STATISTICS:

Damage:  1D10 + 3
THAC0: +3 bonus
Resistance Bonuses:
  +10% Magic Resistance
  +10% Slashing Resistance
  +10% Piercing Resistance
  +10% Crushing Resistance
  +10% Missile Resistance
  +2 to all saving throws
Damage type:  Slashing
Weight:  10
Speed Factor:  9
Proficiency Type:  Axe
Type:  2-handed
Requires: 10 Strength
This mighty weapon consists of a four- to five-feet haft with a very heavy blade.  The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade.  It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +2
- Résistance à la magie : +10 %
- Résistance aux dégâts physiques : +10 %

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 9
Type de compétence : Hache
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 10
CBCL055
Bastard Sword +3: Defender
Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes.

STATISTICS:

Damage:  2D4 + 3
THAC0: +3
Armor Class Bonus: 2
Resistance Bonuses:
  +10% Slashing Resistance
  +10% Piercing Resistance
  +10% Crushing Resistance
  +10% Missile Resistance
  +1 to all saving throws
Damage type:  Slashing
Weight: 10
Speed Factor: 8
Proficiency Type: Bastard Sword
Type:  1-handed
Requires: 11 Strength
Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Jets de sauvegarde : +1
- Résistance aux dégâts physiques : +10 %

Enchantement : +3
TAC0 : +3
Dégâts : 2d4 +3
Type de dégâts : Tranchant
Facteur de vitesse : 8
Type de compétence : Épée bâtarde
Type : Arme à 1 main

Poids : 10

Nécessite : 
- Force : 11
CBCL056
Valiant
This legendary blade was wielded for a short time by the warrior Ilban of Elturel.  It is from his exploits in Calimshan that the weapon gained its name.  Before Ilban, however, Valiant was in the possession of a holy slayer from distant Zakhara.  According to sages, the light sword was crafted to serve an order of assassins.  Valiant's owners survived through many incredible ordeals, mostly because of the magic of the weapon.  The weapon was lost in Calimshan when a holy slayer pursued a pasha's blasphemous agents to Calimport.  The scimitar remained in the hands of Baris Cabal for about a dozen years before the band was broken up by Ilban and his companions.  Ilban's exploits took Valiant into battle against sandmen, giant scorpions, desert raiders, evil sorcerers and the demonic servants of Celan Harad.

STATISTICS:

Damage:  1D8 + 2
THAC0:  +2
Special:
  Extra Attack Per Round
Damage type:  Slashing
Weight:  4
Proficiency type:  Scimitar/Wakizashi/Ninja-To
Speed Factor:  0
Type:  1-handed
Requires: 8 Strength
This legendary blade was wielded for a short time by the warrior Ilban of Elturel.  It is from his exploits in Calimshan that the weapon gained its name.  Before Ilban, however, Valiant was in the possession of a holy slayer from distant Zakhara.  According to sages, the light sword was crafted to serve an order of assassins.  Valiant's owners survived through many incredible ordeals, mostly because of the magic of the weapon.  The weapon was lost in Calimshan when a holy slayer pursued a pasha's blasphemous agents to Calimport.  The scimitar remained in the hands of Baris Cabal for about a dozen years before the band was broken up by Ilban and his companions.  Ilban's exploits took Valiant into battle against sandmen, giant scorpions, desert raiders, evil sorcerers and the demonic servants of Celan Harad.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : +1

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 0
Type de compétence : Cimeterre/Wakizashi/Ninjatō
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 8
CBCL057
Wailing of Virgins
This thin cloak appears frayed at first, but upon closer inspection, the stray threads are actually human hairs from which the cloak is woven.  The cloak twists in torchlight, each strand of hair raveling and unraveling about the others so subtly that it appears as if a light breeze is rippling the cloak.

This cloak is woven from the hair of virgins sent to the Burial Isle to sleep with their dead barbarian lords.  It was the Seer's duty to comfort these women, to soothe their pain - in order to do so, she took a lock of hair from each and wove the strands into a cloak that would draw the spirits of fear from the virgins and steady their hearts.  The result was a cloak that hangs heavy with guilt and does little to shield the wearer from the cold of the North.  

When worn, the hairs weave around the wielder's frame, the long strands lacing together like threads on a loom.  The cloak will not willingly unravel itself from a wearer without being coerced by a Remove Curse spell.

STATISTICS:

Armor Class Bonus: 4 vs. Crushing, Piercing and Missile Attacks
Armor Class Bonus: 2 vs. Slashing Attacks
Special: 
  Wearer is Immune to all Fear-Based Effects and Emotion: Hopelessness
  Wearer can summon Cloak of Fear 1/Day
Weight: 1
This thin cloak appears frayed at first, but upon closer inspection, the stray threads are actually human hairs from which the cloak is woven.  The cloak twists in torchlight, each strand of hair raveling and unraveling about the others so subtly that it appears as if a light breeze is rippling the cloak.

This cloak is woven from the hair of virgins sent to the Burial Isle to sleep with their dead barbarian lords.  It was the Seer's duty to comfort these women, to soothe their pain - in order to do so, she took a lock of hair from each and wove the strands into a cloak that would draw the spirits of fear from the virgins and steady their hearts.  The result was a cloak that hangs heavy with guilt and does little to shield the wearer from the cold of the North.  

When worn, the hairs weave around the wielder's frame, the long strands lacing together like threads on a loom.  The cloak will not willingly unravel itself from a wearer without being coerced by a Remove Curse spell.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure : +4 contre les armes perforantes
- Classe d'armure : +4 contre les projectiles
- Classe d'armure : +4 contre les armes contondantes
- Immunité au sort Émotion : désespoir
- Immunité à l'horreur

Capacités de charge : 
- Cloak of Fear (1 fois par jour)

Poids : 1
CBCL058
Waukeen's Defender
A number of these shields can be found in Waukeenar temples throughout Faerun.  The church crafts these shields to sell to enterprising adventurers.  In exchange for the powers of the device, the bearer is required to keep the front of the shield uncovered and in its original state.  If the owner does not comply, the shield's powers fail.  In this way, dozens of adventurers walk the realms bearing the golden face of Waukeen on their arm.

STATISTICS:

Armor Class Bonus: 3
Saving Throw Bonus: 2
Magic Resistance: 10%
Weight: 4
Requires: 4 Strength
A number of these shields can be found in Waukeenar temples throughout Faerun.  The church crafts these shields to sell to enterprising adventurers.  In exchange for the powers of the device, the bearer is required to keep the front of the shield uncovered and in its original state.  If the owner does not comply, the shield's powers fail.  In this way, dozens of adventurers walk the realms bearing the golden face of Waukeen on their arm.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -1 contre les projectiles
- Classe d'armure : +3
- Jets de sauvegarde : +2
- Résistance à la magie : +10 %

Poids : 4

Nécessite : 
- Force : 4
CBCL059
Ol'Withery
The original name of this odd blade is lost in the murky depths of the Sea of Swords.  Crafted of magically-strengthened sahuagin bone, the weapon is believed to have been used by kuo-toa in bizarre rituals.  The handle is crafted from coral wrapped in sahuagin skin.  At one time, it was owned by Lockhart, a prominent adventuring thief and smuggler on the Sword Coast.  It was he who gave the blade its current name.

STATISTICS:

Damage:  1D4 + 2
THAC0:  +2
Special:
  2% chance of casting Finger of Death on target, if saved vs. spells - target receives 2d8+1 magic damage
Damage type:  Piercing
Weight:  1
Speed Factor:  1
Proficiency Type:  Dagger
Type:  1-handed
Requires: 4 Strength
The original name of this odd blade is lost in the murky depths of the Sea of Swords.  Crafted of magically-strengthened sahuagin bone, the weapon is believed to have been used by kuo-toa in bizarre rituals.  The handle is crafted from coral wrapped in sahuagin skin.  At one time, it was owned by Lockhart, a prominent adventuring thief and smuggler on the Sword Coast.  It was he who gave the blade its current name.

PARAMÈTRES : 

Capacités de combat : 
- 3 % de chance d'infliger 2d8 +1 points de dégâts magiques supplémentaires
- 3 % de chance de tuer instantanément les toutes (jet de sauvegarde contre les sorts pour éviter)

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +2
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Dague
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 4
CBCL060
Young Rage
This axe was crafted for a powerful young barbarian warrior named Hegelfden.  He was born into the Tribe of the Elk and the shamans prophesized that he would be a powerful warrior.  Hegelfden grew up believing that he was special, important, and somehow better than those around him.  By the age of seventeen, Hegelfden was an accomplished warrior.  Huge, fast, and cunning, he was more than a match for his kinsmen.  On a journey into the Spine of the World, Hegelfden captured two dwarves that he came across in a cave.  He refused to let the two workers go until they created a magnificent axe for him.  The two dwarves reluctantly agreed, creating a stout battle axe with a keen blade and a thick handle.  When the dwarves asked to be released, Hegelfden denied their request.  He wanted to keep them as servants.  The dwarves then laid a curse upon Hegelfden.  They told him that the fruit of his abuse would be the end of him.  Hegelfden laughed at the dwarves' claim and continued on with his life.  The next day, in a battle with a rival tribe, Hegelfden went berserk with blood lust, slaying every creature he came across.  His kin, convinced that he had gone mad, cut him down where he stood.  The axe was left on the field when the warriors brought Hegelfden's body back to the camp.  When they arrived, the dwarves were nowhere to be found.

STATISTICS:

Damage:  1D8 + 5
THACO:  +5
Special:  
  5% chance per hit that the wielder goes berserk for 10 rounds
Damage Type: Slashing
Weight: 6
Speed Factor: 3
Proficiency Type: Axe
Type:  1-handed
Requires: 10 Strength
This axe was crafted for a powerful young barbarian warrior named Hegelfden.  He was born into the Tribe of the Elk and the shamans prophesized that he would be a powerful warrior.  Hegelfden grew up believing that he was special, important, and somehow better than those around him.  By the age of seventeen, Hegelfden was an accomplished warrior.  Huge, fast, and cunning, he was more than a match for his kinsmen.  On a journey into the Spine of the World, Hegelfden captured two dwarves that he came across in a cave.  He refused to let the two workers go until they created a magnificent axe for him.  The two dwarves reluctantly agreed, creating a stout battle axe with a keen blade and a thick handle.  When the dwarves asked to be released, Hegelfden denied their request.  He wanted to keep them as servants.  The dwarves then laid a curse upon Hegelfden.  They told him that the fruit of his abuse would be the end of him.  Hegelfden laughed at the dwarves' claim and continued on with his life.  The next day, in a battle with a rival tribe, Hegelfden went berserk with blood lust, slaying every creature he came across.  His kin, convinced that he had gone mad, cut him down where he stood.  The axe was left on the field when the warriors brought Hegelfden's body back to the camp.  When they arrived, the dwarves were nowhere to be found.

PARAMÈTRES : 

Capacités de combat : 
- 6 % de chance de provoquer la folie du berserker chez le porteur pendant 1 tour

Enchantement : +5
TAC0 : +5
Dégâts : 1d8 +5
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Hache
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 10
CBDMNSTF
Demon Staff
This is a black leather like staff, very stron, and carved with disqusting scenes and vile runes.  It allows the wielder to cause fear in whomever it touches-- no saving throw, inflict 4-24 HP of damage which can only be healed by clerical magic, potions, or the passage of one full day of rest.  It may also be used to call forth a Type I demon (Tanar'ri) and/or turn the holder into a Type III (Slayer-like) demon for one turn.  Each of these functions operates but once per day.

STATISTICS:

Combat Abilites:
   4d6 HP Damage and Fear (no save)
   Can summon a Tanar'ri once per day
   Can change the wielder into a Slayer once per day

Weight: 3
Speed Factor: 1
Proficiency Type: Staff
Type: Two-handed
Requires: 5 Strength
This is a black leather like staff, very stron, and carved with disqusting scenes and vile runes.  It allows the wielder to cause fear in whomever it touches-- no saving throw, inflict 4-24 HP of damage which can only be healed by clerical magic, potions, or the passage of one full day of rest.  It may also be used to call forth a Type I demon (Tanar'ri) and/or turn the holder into a Type III (Slayer-like) demon for one turn.  Each of these functions operates but once per day.

PARAMÈTRES : 

Capacités de charge : 
- Summon Tanar'ri (1 fois par jour)
- Slayer Change (1 fois par jour)

Capacités de combat : 
- Inflige confusion à la cible pendant 75 secondes

Enchantement : +4
Dégâts : 4d6 
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Bâton
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
CBDRWRNG
Ring of the Drow
This ring is made of eight strands of different unique metals entwined to form a ring.  The drow found it troublesome when their magical items deteriorated upon leaving their underground homeland for long periods of time; to combat this, they created this ring.  The Ring of the Drow is only made in the drow homelands by clerics of Lolth.  Its purpose is to keep drow-made items the wearer possesses from deteriorating.  To do so, the ring radiates an aura of magical energy that duplicates the underground radiations deep in the drow homelands.  As a side effect of the ring's magical aura, a detect magic spell reveals the wearer to radiate magic strongly.  In addition, a detect evil shows the wearer of one of these rings as evil, and a know alingment indicates that the wearer is chaotic evil, regardless of the wearer's true alignment.  If the wearer uses a psionic power of aura alteration to change the aura, the wearer must save vs. spells or else change alignment to chaotic evil.  If the wearer saves, or if the wearer fails to save but is already chaotic-evil, the psionic power functions normally, and the ring's aura is temporarily changed.
  
  To possess one of these rings is considered an honor among the drow, because it signifies that the wearer has traveled far from the homeland, and that he or she was aided by a cleric favored of Lolth.  Drow will kill any creature other than a drow that possesses one of these rings.
This ring is made of eight strands of different unique metals entwined to form a ring.  The drow found it troublesome when their magical items deteriorated upon leaving their underground homeland for long periods of time; to combat this, they created this ring.  The Ring of the Drow is only made in the drow homelands by clerics of Lolth.  Its purpose is to keep drow-made items the wearer possesses from deteriorating.  To do so, the ring radiates an aura of magical energy that duplicates the underground radiations deep in the drow homelands.  As a side effect of the ring's magical aura, a detect magic spell reveals the wearer to radiate magic strongly.  In addition, a detect evil shows the wearer of one of these rings as evil, and a know alingment indicates that the wearer is chaotic evil, regardless of the wearer's true alignment.  If the wearer uses a psionic power of aura alteration to change the aura, the wearer must save vs. spells or else change alignment to chaotic evil.  If the wearer saves, or if the wearer fails to save but is already chaotic-evil, the psionic power functions normally, and the ring's aura is temporarily changed.
  
  To possess one of these rings is considered an honor among the drow, because it signifies that the wearer has traveled far from the homeland, and that he or she was aided by a cleric favored of Lolth.  Drow will kill any creature other than a drow that possesses one of these rings.

Poids : 0
CBHBLFET
Hellblade: Lifeeater
On Hellblades:

It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves and to cause them to flee to the vast underground, Gulgaraith, a well-experienced fighter/mage Dark Elf, forged numerous swords of great power to help in those wars.  This is how the Hellblades came to surface on the mortal world of man.  Nobody knows how many blades were actually forged and enchanted and how many still exist after so many centuries.  All that is known is that the Hellblades are weapons of quite evil power.

Overall Effects:  Each Hellblade functions as a modified Sword of Sharpness, they are all +3 weapons and can sever a random limb on a natural roll of 20.  These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if ever torn away from their owner they will simple slide closer to get within the presense of their owner, distance not being a factor, though it may take some time to get to its owner if the distance is very great.  However, their most known power is the ability, on a natural 20, to instantly kill a target.  Those slain by a Hellblade are dead, and cannot be raised or resurrected.  Each Hellblade also has an ego, Intelligence, and a defensive power to help its owner.  Hellblades cannot, however, talk, use Telepathy, and the like.
-----------------------------------

Hellblade:  Lifeeater

A scimitar that glows with a pure ruby radiance and can Haste its possessor thrice per day at the 12th level of casting.   It has an intelligence of 17 and an ego of 10.

STATISTICS:

Damage:  1D6 + 3
Damage type:  slashing
Weight: 5
Speed Factor: 5
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type:  1-handed
Requires: 10 Strength
On Hellblades:

It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves and to cause them to flee to the vast underground, Gulgaraith, a well-experienced fighter/mage Dark Elf, forged numerous swords of great power to help in those wars.  This is how the Hellblades came to surface on the mortal world of man.  Nobody knows how many blades were actually forged and enchanted and how many still exist after so many centuries.  All that is known is that the Hellblades are weapons of quite evil power.

Overall Effects:  Each Hellblade functions as a modified Sword of Sharpness, they are all +3 weapons and can sever a random limb on a natural roll of 20.  These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if ever torn away from their owner they will simple slide closer to get within the presense of their owner, distance not being a factor, though it may take some time to get to its owner if the distance is very great.  However, their most known power is the ability, on a natural 20, to instantly kill a target.  Those slain by a Hellblade are dead, and cannot be raised or resurrected.  Each Hellblade also has an ego, Intelligence, and a defensive power to help its owner.  Hellblades cannot, however, talk, use Telepathy, and the like.
-----------------------------------

Hellblade:  Lifeeater

A scimitar that glows with a pure ruby radiance and can Haste its possessor thrice per day at the 12th level of casting.   It has an intelligence of 17 and an ego of 10.

PARAMÈTRES : 

Capacités de charge : 
- Haste (3 fois par jour)

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Cimeterre/Wakizashi/Ninjatō
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 10
CBHBSLDR
Hellblade: Souldrainer
On Hellblades:

It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves and to cause them to flee to the vast underground, Gulgaraith, a well-experienced fighter/mage Dark Elf, forged numerous swords of great power to help in those wars.  This is how the Hellblades came to surface on the mortal world of man.  Nobody knows how many blades were actually forged and enchanted and how many still exist after so many centuries.  All that is known is that the Hellblades are weapons of quite evil power.

Overall Effects:  Each Hellblade functions as a modified Sword of Sharpness, they are all +3 weapons and can sever a random limb on a natural roll of 20.  These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if ever torn away from their owner they will simple slide closer to get within the presense of their owner, distance not being a factor, though it may take some time to get to its owner if the distance is very great.  However, their most known power is the ability, on a natural 20, to instantly kill a target.  Those slain by a Hellblade are dead, and cannot be raised or resurrected.  Each Hellblade also has an ego, Intelligence, and a defensive power to help its owner.  Hellblades cannot, however, talk, use Telepathy, and the like.
-----------------------------------

Hellblade:  Souldrainer

A long sword that glows with a sickly purplish/yellowish radiance.  This sword has the ability to Negative Plane Protection its possesser thrice per day at the 12 level of ability.  It has an intelligence of 17 and an ego of 12.

STATISTICS:

Damage:  1D8 + 3
Damage type:  slashing
Weight: 5
Speed Factor: 5
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength
On Hellblades:

It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves and to cause them to flee to the vast underground, Gulgaraith, a well-experienced fighter/mage Dark Elf, forged numerous swords of great power to help in those wars.  This is how the Hellblades came to surface on the mortal world of man.  Nobody knows how many blades were actually forged and enchanted and how many still exist after so many centuries.  All that is known is that the Hellblades are weapons of quite evil power.

Overall Effects:  Each Hellblade functions as a modified Sword of Sharpness, they are all +3 weapons and can sever a random limb on a natural roll of 20.  These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if ever torn away from their owner they will simple slide closer to get within the presense of their owner, distance not being a factor, though it may take some time to get to its owner if the distance is very great.  However, their most known power is the ability, on a natural 20, to instantly kill a target.  Those slain by a Hellblade are dead, and cannot be raised or resurrected.  Each Hellblade also has an ego, Intelligence, and a defensive power to help its owner.  Hellblades cannot, however, talk, use Telepathy, and the like.
-----------------------------------

Hellblade:  Souldrainer

A long sword that glows with a sickly purplish/yellowish radiance.  This sword has the ability to Negative Plane Protection its possesser thrice per day at the 12 level of ability.  It has an intelligence of 17 and an ego of 12.

PARAMÈTRES : 

Capacités de charge : 
- Negative Plane Protection (3 fois par jour)

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Épée longue
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 6
CBHBSLDV
Hellblade: Souldevourer
On Hellblades:

It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves and to cause them to flee to the vast underground, Gulgaraith, a well-experienced fighter/mage Dark Elf, forged numerous swords of great power to help in those wars.  This is how the Hellblades came to surface on the mortal world of man.  Nobody knows how many blades were actually forged and enchanted and how many still exist after so many centuries.  All that is known is that the Hellblades are weapons of quite evil power.

Overall Effects:  Each Hellblade functions as a modified Sword of Sharpness, they are all +3 weapons and can sever a random limb on a natural roll of 20.  These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if ever torn away from their owner they will simple slide closer to get within the presense of their owner, distance not being a factor, though it may take some time to get to its owner if the distance is very great.  However, their most known power is the ability, on a natural 20, to instantly kill a target.  Those slain by a Hellblade are dead, and cannot be raised or resurrected.  Each Hellblade also has an ego, Intelligence, and a defensive power to help its owner.  Hellblades cannot, however, talk, use Telepathy, and the like.
-----------------------------------

Hellblade:  Souldevourer

A scimitar that glows with a grayish radiance.  The sword can only do once per day Tenser's Transformation on its possessor but at the 13th level of casting.   It has an intelligence of 16 and an ego of 13.

STATISTICS:

Damage:  1D6 + 3
Damage type:  slashing
Weight: 5
Speed Factor: 5
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type:  1-handed
Requires: 10 Strength
On Hellblades:

It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves and to cause them to flee to the vast underground, Gulgaraith, a well-experienced fighter/mage Dark Elf, forged numerous swords of great power to help in those wars.  This is how the Hellblades came to surface on the mortal world of man.  Nobody knows how many blades were actually forged and enchanted and how many still exist after so many centuries.  All that is known is that the Hellblades are weapons of quite evil power.

Overall Effects:  Each Hellblade functions as a modified Sword of Sharpness, they are all +3 weapons and can sever a random limb on a natural roll of 20.  These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if ever torn away from their owner they will simple slide closer to get within the presense of their owner, distance not being a factor, though it may take some time to get to its owner if the distance is very great.  However, their most known power is the ability, on a natural 20, to instantly kill a target.  Those slain by a Hellblade are dead, and cannot be raised or resurrected.  Each Hellblade also has an ego, Intelligence, and a defensive power to help its owner.  Hellblades cannot, however, talk, use Telepathy, and the like.
-----------------------------------

Hellblade:  Souldevourer

A scimitar that glows with a grayish radiance.  The sword can only do once per day Tenser's Transformation on its possessor but at the 13th level of casting.   It has an intelligence of 16 and an ego of 13.

PARAMÈTRES : 

Capacités de charge : 
- Tenser's Transformation (1 fois par jour)

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Cimeterre/Wakizashi/Ninjatō
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 10
CBHBSLSK
Hellblade: Soulsucker
On Hellblades:

It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves and to cause them to flee to the vast underground, Gulgaraith, a well-experienced fighter/mage Dark Elf, forged numerous swords of great power to help in those wars.  This is how the Hellblades came to surface on the mortal world of man.  Nobody knows how many blades were actually forged and enchanted and how many still exist after so many centuries.  All that is known is that the Hellblades are weapons of quite evil power.

Overall Effects:  Each Hellblade functions as a modified Sword of Sharpness, they are all +3 weapons and can sever a random limb on a natural roll of 20.  These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if ever torn away from their owner they will simple slide closer to get within the presense of their owner, distance not being a factor, though it may take some time to get to its owner if the distance is very great.  However, their most known power is the ability, on a natural 20, to instantly kill a target.  Those slain by a Hellblade are dead, and cannot be raised or resurrected.  Each Hellblade also has an ego, Intelligence, and a defensive power to help its owner.  Hellblades cannot, however, talk, use Telepathy, and the like.
-----------------------------------

Hellblade:  Soulsucker

A long sword that glows with a sickly greenish/yellowish radiance.  This sword grants its possessor 37% Magic Resistance when held and has the ability to Minor Globe of Invulnerability its owner thrice per day at the 12 level of ability.  It has an intelligence of 17 and an ego of 12.

STATISTICS:

Damage:  1D8 + 3
Damage type:  slashing
Weight: 5
Speed Factor: 5
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength
On Hellblades:

It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves and to cause them to flee to the vast underground, Gulgaraith, a well-experienced fighter/mage Dark Elf, forged numerous swords of great power to help in those wars.  This is how the Hellblades came to surface on the mortal world of man.  Nobody knows how many blades were actually forged and enchanted and how many still exist after so many centuries.  All that is known is that the Hellblades are weapons of quite evil power.

Overall Effects:  Each Hellblade functions as a modified Sword of Sharpness, they are all +3 weapons and can sever a random limb on a natural roll of 20.  These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if ever torn away from their owner they will simple slide closer to get within the presense of their owner, distance not being a factor, though it may take some time to get to its owner if the distance is very great.  However, their most known power is the ability, on a natural 20, to instantly kill a target.  Those slain by a Hellblade are dead, and cannot be raised or resurrected.  Each Hellblade also has an ego, Intelligence, and a defensive power to help its owner.  Hellblades cannot, however, talk, use Telepathy, and the like.
-----------------------------------

Hellblade:  Soulsucker

A long sword that glows with a sickly greenish/yellowish radiance.  This sword grants its possessor 37% Magic Resistance when held and has the ability to Minor Globe of Invulnerability its owner thrice per day at the 12 level of ability.  It has an intelligence of 17 and an ego of 12.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance à la magie : +37 %

Capacités de charge : 
- Minor Globe of Invulnerability (3 fois par jour)

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Épée longue
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 6
CBHBSLSN
Hellblade: Soulskinner
On Hellblades:

It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves and to cause them to flee to the vast underground, Gulgaraith, a well-experienced fighter/mage Dark Elf, forged numerous swords of great power to help in those wars.  This is how the Hellblades came to surface on the mortal world of man.  Nobody knows how many blades were actually forged and enchanted and how many still exist after so many centuries.  All that is known is that the Hellblades are weapons of quite evil power.

Overall Effects:  Each Hellblade functions as a modified Sword of Sharpness, they are all +3 weapons and can sever a random limb on a natural roll of 20.  These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if ever torn away from their owner they will simple slide closer to get within the presense of their owner, distance not being a factor, though it may take some time to get to its owner if the distance is very great.  However, their most known power is the ability, on a natural 20, to instantly kill a target.  Those slain by a Hellblade are dead, and cannot be raised or resurrected.  Each Hellblade also has an ego, Intelligence, and a defensive power to help its owner.  Hellblades cannot, however, talk, use Telepathy, and the like.
-----------------------------------

Hellblade:  Soulskinner

A short sword that glows with a yellowish radiance, it has the ability to stoneskin its possessor thrice per day at the 12 level of ability.  It has an intelligence of 17 and an ego of 12.

STATISTICS:

Damage:  1D6 + 3
Damage type:  slashing
Weight: 5
Speed Factor: 5
Proficiency Type: Short Sword
Type:  1-handed
Requires: 5 Strength
On Hellblades:

It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves and to cause them to flee to the vast underground, Gulgaraith, a well-experienced fighter/mage Dark Elf, forged numerous swords of great power to help in those wars.  This is how the Hellblades came to surface on the mortal world of man.  Nobody knows how many blades were actually forged and enchanted and how many still exist after so many centuries.  All that is known is that the Hellblades are weapons of quite evil power.

Overall Effects:  Each Hellblade functions as a modified Sword of Sharpness, they are all +3 weapons and can sever a random limb on a natural roll of 20.  These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if ever torn away from their owner they will simple slide closer to get within the presense of their owner, distance not being a factor, though it may take some time to get to its owner if the distance is very great.  However, their most known power is the ability, on a natural 20, to instantly kill a target.  Those slain by a Hellblade are dead, and cannot be raised or resurrected.  Each Hellblade also has an ego, Intelligence, and a defensive power to help its owner.  Hellblades cannot, however, talk, use Telepathy, and the like.
-----------------------------------

Hellblade:  Soulskinner

A short sword that glows with a yellowish radiance, it has the ability to stoneskin its possessor thrice per day at the 12 level of ability.  It has an intelligence of 17 and an ego of 12.

PARAMÈTRES : 

Capacités de charge : 
- Stoneskin (3 fois par jour)

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Épée courte
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 5
CBHBSLZP
Hellblade: Soulzapper
On Hellblades:

It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves and to cause them to flee to the vast underground, Gulgaraith, a well-experienced fighter/mage Dark Elf, forged numerous swords of great power to help in those wars.  This is how the Hellblades came to surface on the mortal world of man.  Nobody knows how many blades were actually forged and enchanted and how many still exist after so many centuries.  All that is known is that the Hellblades are weapons of quite evil power.

Overall Effects:  Each Hellblade functions as a modified Sword of Sharpness, they are all +3 weapons and can sever a random limb on a natural roll of 20.  These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if ever torn away from their owner they will simple slide closer to get within the presense of their owner, distance not being a factor, though it may take some time to get to its owner if the distance is very great.  However, their most known power is the ability, on a natural 20, to instantly kill a target.  Those slain by a Hellblade are dead, and cannot be raised or resurrected.  Each Hellblade also has an ego, Intelligence, and a defensive power to help its owner.  Hellblades cannot, however, talk, use Telepathy, and the like.
-----------------------------------

Hellblade:  Soulzapper

A scimitar of pure black steel, it glows with a bright red radiance of the fires of hell itself.  It grants its user Fire Resistance (100%) and has the power to Mirror Image its possessor thrice per day at the 12 level of ability.  It has an intelligence of 17 and an ego of 12.

STATISTICS:

Damage:  1D8 + 3
Damage type:  slashing
Weight: 5
Speed Factor: 5
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type:  1-handed
Requires: 10 Strength
On Hellblades:

It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves and to cause them to flee to the vast underground, Gulgaraith, a well-experienced fighter/mage Dark Elf, forged numerous swords of great power to help in those wars.  This is how the Hellblades came to surface on the mortal world of man.  Nobody knows how many blades were actually forged and enchanted and how many still exist after so many centuries.  All that is known is that the Hellblades are weapons of quite evil power.

Overall Effects:  Each Hellblade functions as a modified Sword of Sharpness, they are all +3 weapons and can sever a random limb on a natural roll of 20.  These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if ever torn away from their owner they will simple slide closer to get within the presense of their owner, distance not being a factor, though it may take some time to get to its owner if the distance is very great.  However, their most known power is the ability, on a natural 20, to instantly kill a target.  Those slain by a Hellblade are dead, and cannot be raised or resurrected.  Each Hellblade also has an ego, Intelligence, and a defensive power to help its owner.  Hellblades cannot, however, talk, use Telepathy, and the like.
-----------------------------------

Hellblade:  Soulzapper

A scimitar of pure black steel, it glows with a bright red radiance of the fires of hell itself.  It grants its user Fire Resistance (100%) and has the power to Mirror Image its possessor thrice per day at the 12 level of ability.  It has an intelligence of 17 and an ego of 12.

PARAMÈTRES : 

Capacités d'équipement : 
- Résistance au feu : +100 %

Capacités de charge : 
- Mirror Image (3 fois par jour)

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Cimeterre/Wakizashi/Ninjatō
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 10
CBLOLTH3
Holy Symbol of Lolth
Only those most worthy and devoted servants of the Spider Queen are granted these powerful holy symbols.

STATISTICS:

 Grants two additional 6th and one additional 7th level clerical spell
 5% Magic Resistance while worn
 +1 to Strength while worn
Only those most worthy and devoted servants of the Spider Queen are granted these powerful holy symbols.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort divin supplémentaire de niveau 7
- Mémorisation de 2 sorts divins supplémentaires de niveau 6
- Force : +1
- Résistance à la magie : +5 %

Poids : 3
CBLYMACE
Lyrar's Mace
Lyrar's Mace is a powerful weapon you found while sieging his hold north of Soubar.  This weapon will protect the wielder from level drain, as well as increasing the user's strength to 22.

STATISTICS:

Damage:  1D6 + 6
THACO:  +5 bonus
Equipped Abilities:
  Strength set to 22
  Negative Plane Protection
Damage type:  crushing
Weight: 4
Speed Factor: 2
Proficiency Type: Mace
Type:  1-handed
Requires: 10 Strength
Lyrar's Mace is a powerful weapon you found while sieging his hold north of Soubar.  This weapon will protect the wielder from level drain, as well as increasing the user's strength to 22.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : Passe à 22
- Immunité au drain de niveaux

Enchantement : +5
TAC0 : +5
Dégâts : 1d6 +6
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Masse d'armes
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 10
CBLYPLAT
Lyrar's Plate
While seiging the ancient castle of Lyrar's Hold, you found this suit of armor in fairly good condition in the tomb of Lyrar.  It is a heavy and old suit of plate mail armor.  This suit was made with antiquated methods of construction, and when worn will slow the wearer slightly when performing quick movements such as attacking, but not in normal actions like walking.  The hefty and strong plates make up for this by protecting the wearer, awarding a 50% bonus to damage versus Crushing, Slashing, Piercing, and Missile types of attacks.

STATISTICS:

Armor Class: -1
Specific:
  AC bonus of 4 vs Slashing
  Decreases Attacks by 33%
  Awards 50% resistance to physical damage
  30% bonus to magic damage resistance
Weight: 35
Requires: 12 Strength
While seiging the ancient castle of Lyrar's Hold, you found this suit of armor in fairly good condition in the tomb of Lyrar.  It is a heavy and old suit of plate mail armor.  This suit was made with antiquated methods of construction, and when worn will slow the wearer slightly when performing quick movements such as attacking, but not in normal actions like walking.  The hefty and strong plates make up for this by protecting the wearer, awarding a 50% bonus to damage versus Crushing, Slashing, Piercing, and Missile types of attacks.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -1
- Empêche le porteur de lancer des sorts profanes
- Attaque par round : -34 %
- Résistance aux dégâts magiques : +33 %
- Résistance aux dégâts physiques : +50 %
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 35

Nécessite : 
- Force : 12
CBLYSHLD
Lyrar's Shield
You found this shield and other accoutrements of Lyrar in his castle north of Soubar.  Upon identification, this sheild proves to protect its wearer from evil, as the spell, while worn on the arm.  It also provides a greater armor class bonus than normal large shields.

STATISTICS:

Armor Class Bonus: 4
Special: 
  +2 vs. Missile Weapons
  Grants protection from Demons
Weight: 15
Requires: 15 Strength
You found this shield and other accoutrements of Lyrar in his castle north of Soubar.  Upon identification, this sheild proves to protect its wearer from evil, as the spell, while worn on the arm.  It also provides a greater armor class bonus than normal large shields.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2 contre les projectiles
- Classe d'armure : +4
- Classe d'armure : +2 contre les créatures chaotiques mauvaises
- Jets de sauvegarde : +2 contre les créatures chaotiques mauvaises
- Immunité contre les démons convoqués

Poids : 15

Nécessite : 
- Force : 15
CBRJR001
Vanshir's Warblade
The warrior Vanshir travelled for a great time with an mercenary party, some of whom he did not trust as to their greed and selfish acts, yet he fought valiantly to keep them safe.  After a great battle, with the company weakened, a thief decided to make his life easy and lay claim to other's belongings.  He started witht he first and most powerful warrior, Vanshir.  The foul man stuck a poison dagger in his back and went to work on the rest of the party.  Vanshir survived and made his way to a nearby city to rest and heal, and three years later, without the aid of magic to get him home, he made his way to his estates.  It was here that he became obsessed with revenge and sold all that he owned, called in all of his favors, and alienated most of his friends.  He used this money to pay off a wizard to craft an enchanted blade that he would use to hunt down and kill thieves.

The Warblade is a +3 longsword that grants immunity to fear, +3 to AC, and +1 to saving throws.  It glows a sickly green and throbs.

STATISTICS:

Damage:  1D8 + 3
THAC0 Bonus: +3
Specific:
  Grants weilder immunity to fear/panic/confusion
  Awards +3 Armor Class and +1 to all Saving Throws
Damage type:  slashing
Weight: 4
Speed Factor: 5
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength
The warrior Vanshir travelled for a great time with an mercenary party, some of whom he did not trust as to their greed and selfish acts, yet he fought valiantly to keep them safe.  After a great battle, with the company weakened, a thief decided to make his life easy and lay claim to other's belongings.  He started witht he first and most powerful warrior, Vanshir.  The foul man stuck a poison dagger in his back and went to work on the rest of the party.  Vanshir survived and made his way to a nearby city to rest and heal, and three years later, without the aid of magic to get him home, he made his way to his estates.  It was here that he became obsessed with revenge and sold all that he owned, called in all of his favors, and alienated most of his friends.  He used this money to pay off a wizard to craft an enchanted blade that he would use to hunt down and kill thieves.

The Warblade is a +3 longsword that grants immunity to fear, +3 to AC, and +1 to saving throws.  It glows a sickly green and throbs.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3
- Jets de sauvegarde : +1
- Immunité à la confusion
- Immunité à l'horreur

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Épée longue
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 6
CBRJR002
Amulet of the Arcanist
This silver medallion adds +2 to all the saving throws of arcane spells cast at the wearer.

STATISTICS:

Save vs. Spells Bonus: +2
Weight:  3
This silver medallion adds +2 to all the saving throws of arcane spells cast at the wearer.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +2 contre les sorts

Poids : 3

Nécessite : 
- Niveau : 7
CBRJR004
Sword of Nazger
This magical item is a long sword made of what appears to be dull, unpolished (and unpolishable) reddish tinted silver.  The blade is regular length for such a weapon, though slightly slimmer than what is normal for a long sword.  The hilt is a seperate piece and of regular steel.  The cross piece looks like two crescent moons each overlapping the other, similar to () overcrossing each other at the ends and the blade coming through the middle gap.  The hilt is also wrapped in a cross-hatched pattern of blue and green wire threads.

The blade was constructed some one-hundred-fifty years ago by a human ranger turned mage from the Archwood area, named Frasfer the Brown.  He and a few companions were keeping guard in the Archwood, when an influx of werewolves caused him to attempt the creation of a magical means to making their elimination easier.  One of his companions was a druid, and the mixing of druidic magic and wizard magic created a blade reknowned for a later owner.

That later owner was Nazger, a soldier of Sembia who found the sword fifty years ago.  He used it to find wererats that were murdering people in Highmoon, a city just northwest of the Archwood.  So Nazger exposed the wererats and killed most of them off.  However, while fighting in the sewers of the city he disappeared.  Nothing was ever again found of Nazger, except his sword.  It was later recognized in the market, but reported too late.  It was sold to a caravan heading to Ordulin.

As Nazgar had no immediate family the city guard did little investigation.  All that was turned up was that a street beggar found the blade in the sewers and thought to sell it for food in the market.  The begger claimed to know nothing else.

The powers of the blade may have become revealed to the caravan and thus kept, or may have remained unknown and sold as merely a silver sword.

The Sword of Nazger is an unintelligent magic blade that is normally +1 to hit/damage, but gives a +3 bonus to hit/damage versus werecreatures of all types.  It also gives the wielder a tingling sensation similar to when one's hand falls asleep when werecreatures are within 60' of the user, though it won't indicate who it is that is a werecreature, nor get more powerful if the werebeast gets closer.   The blade will also appear to have a set of glyphs along the blade if viewed under a full moon.

STATISTICS:

Damage:  1D6 + 1, +3 vs. lycanthropes
THAC0:  +1 bonus, +3 vs. lycanthropes
Damage type:  slashing
Weight: 6
Speed Factor: 1
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength
This magical item is a long sword made of what appears to be dull, unpolished (and unpolishable) reddish tinted silver.  The blade is regular length for such a weapon, though slightly slimmer than what is normal for a long sword.  The hilt is a seperate piece and of regular steel.  The cross piece looks like two crescent moons each overlapping the other, similar to () overcrossing each other at the ends and the blade coming through the middle gap.  The hilt is also wrapped in a cross-hatched pattern of blue and green wire threads.

The blade was constructed some one-hundred-fifty years ago by a human ranger turned mage from the Archwood area, named Frasfer the Brown.  He and a few companions were keeping guard in the Archwood, when an influx of werewolves caused him to attempt the creation of a magical means to making their elimination easier.  One of his companions was a druid, and the mixing of druidic magic and wizard magic created a blade reknowned for a later owner.

That later owner was Nazger, a soldier of Sembia who found the sword fifty years ago.  He used it to find wererats that were murdering people in Highmoon, a city just northwest of the Archwood.  So Nazger exposed the wererats and killed most of them off.  However, while fighting in the sewers of the city he disappeared.  Nothing was ever again found of Nazger, except his sword.  It was later recognized in the market, but reported too late.  It was sold to a caravan heading to Ordulin.

As Nazgar had no immediate family the city guard did little investigation.  All that was turned up was that a street beggar found the blade in the sewers and thought to sell it for food in the market.  The begger claimed to know nothing else.

The powers of the blade may have become revealed to the caravan and thus kept, or may have remained unknown and sold as merely a silver sword.

The Sword of Nazger is an unintelligent magic blade that is normally +1 to hit/damage, but gives a +3 bonus to hit/damage versus werecreatures of all types.  It also gives the wielder a tingling sensation similar to when one's hand falls asleep when werecreatures are within 60' of the user, though it won't indicate who it is that is a werecreature, nor get more powerful if the werebeast gets closer.   The blade will also appear to have a set of glyphs along the blade if viewed under a full moon.

PARAMÈTRES : 

Capacités d'équipement : 
- TAC0 : +2 contre les loups-garous
- Inflige +2 points de dégâts supplémentaires contre les loups-garous

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +1
Type de dégâts : Tranchant
Facteur de vitesse : 1
Type de compétence : Épée longue
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 6
CBRJR005
Glass of Mist
This small hand mirror can call forth a mist (as Mist Horror) three times per day and can be used to Mirror Image the user once per day.
This small hand mirror can call forth a mist (as Mist Horror) three times per day and can be used to Mirror Image the user once per day.

Capacités de charge : 
- Mist Horror (3 fois par jour)
- Mirror Image (1 fois par jour)

Poids : 1

Nécessite : 
- Niveau : 5
CBRJR006
Ring of Silence
This black band makes it impossible for the wearer to speak or make any vocalization; spells with verbal components, bardic songs, and singing-related spell-like abilities (like a harpy's) become impossible.  Further, the effect cannot be removed unless a Remove Curse is applied successfully or the wearer dies.
This black band makes it impossible for the wearer to speak or make any vocalization; spells with verbal components, bardic songs, and singing-related spell-like abilities (like a harpy's) become impossible.  Further, the effect cannot be removed unless a Remove Curse is applied successfully or the wearer dies.

Capacités d'équipement : 
- Maudit : Ne peut être ôté qu'à l'aide d'un sort de Délivrance de la malédiction
- Empêche le porteur de lancer des sorts innés
- Empêche le porteur de lancer des sorts divins
- Empêche le porteur de lancer des sorts profanes
- Silence
- Empêche l'utilisation des discussions
- Empêche l'utilisation de repousser les morts-vivants
- Empêche l'utilisation du troisième sort rapide
- Empêche l'utilisation du second sort rapide
- Empêche l'utilisation du premier sort rapide
- Empêche l'utilisation des sorts

Poids : 3
CBRJR009
Hungersword
It is said that six of these swords exist.  They are all +5 Unholy Longswords, made of black iron with bone hilts and pommels.  Each grants its wielder Symbol of Death once per day.  The sword absorbs spells and spells from clerics and mages alike as per a rod of absorption, with no maximum amount of absorption.  In combat, these evil swords bestow a negative level with every successive strike, which lasts only a day.

STATISTICS:

Damage:  1D10 + 5
THAC0: +5 bonus
Special Abilities: 
  Can cast Symbol of Death once per day
  One level lost on successful hit
  Bearer is immune to any spell
Damage type:  slashing
Weight:  5
Speed Factor: 5
Proficiency Type: Two Handed sword
Type:  2-handed
Requires: 14 Strength, 19th level
It is said that six of these swords exist.  They are all +5 Unholy Longswords, made of black iron with bone hilts and pommels.  Each grants its wielder Symbol of Death once per day.  The sword absorbs spells and spells from clerics and mages alike as per a rod of absorption, with no maximum amount of absorption.  In combat, these evil swords bestow a negative level with every successive strike, which lasts only a day.

PARAMÈTRES : 

Capacités d'équipement : 
- Absorbe 1000 sorts de niveau 9
- Absorbe 1000 sorts de niveau 8
- Absorbe 1000 sorts de niveau 7
- Absorbe 1000 sorts de niveau 6
- Absorbe 1000 sorts de niveau 5
- Absorbe 1000 sorts de niveau 4
- Absorbe 1000 sorts de niveau 3
- Absorbe 1000 sorts de niveau 2
- Absorbe 1000 sorts de niveau 1

Capacités de charge : 
- Symbol of Death (1 fois par jour)

Capacités de combat : 
- Draine 1 niveau à la cible pendant 8 heures

Enchantement : +5
TAC0 : +5
Dégâts : 1d10 +5
Type de dégâts : Tranchant
Facteur de vitesse : 5
Type de compétence : Épée à deux mains
Type : Arme à 2 mains

Poids : 5

Nécessite : 
- Niveau : 19
- Force : 14
CBRJR010
Amulet of Spirit Storing
The amulet of Spirit Storing is a gold or silver amulet set with a gem or crystal in the center, suspended from a chain so it can be worn around the neck.  If the wearer falls to -1 HP while wearing the amulet, the character's spirit is automatically transferred into the crystal as if he had cast a Magic Jar spell, including possing nearby creatures.

If the wearer's body is slain, the spirit is stored in the amulet until the body can be restored (through a Heal or True Resurrection spell).

STATISTICS:

Abilities: Protects the wearer from permanent death, but not from death itself.
The amulet of Spirit Storing is a gold or silver amulet set with a gem or crystal in the center, suspended from a chain so it can be worn around the neck.  If the wearer falls to -1 HP while wearing the amulet, the character's spirit is automatically transferred into the crystal as if he had cast a Magic Jar spell, including possing nearby creatures.

If the wearer's body is slain, the spirit is stored in the amulet until the body can be restored (through a Heal or True Resurrection spell).

PARAMÈTRES : 

Capacités d'équipement : 
- Les points de vie ne peuvent passer en dessous de -1

Poids : 3
CBRJR011
Mantle of Rage
The Mantle of Rage is a cloak made of fur, usually from the hide of a strong, fierce animal like a bear or lion.  When worn it gives the wearer the ability to rage as a 1st level barbarian and gain all the normal benefits and restrictions.  Note that the Mantle does not impart any additional proficiency with weapons or other combat abilities, just the benefits of barbarian rage.  If the wearer of the Mantle is a barbarian, the character can use it to rage additional times each day.

STATISTICS:

Grants Innate ability Barbarian Rage
The Mantle of Rage is a cloak made of fur, usually from the hide of a strong, fierce animal like a bear or lion.  When worn it gives the wearer the ability to rage as a 1st level barbarian and gain all the normal benefits and restrictions.  Note that the Mantle does not impart any additional proficiency with weapons or other combat abilities, just the benefits of barbarian rage.  If the wearer of the Mantle is a barbarian, the character can use it to rage additional times each day.

PARAMÈTRES : 

Capacités de charge : 
- Barbarian Rage (100 fois par jour)

Poids : 12

Nécessite : 
- Niveau : 11
- Intelligence : 9
CBRJR014
Zeladazar, The Ghost Sword
The Ghost Sword is a long sword whose blade is invisible, though gilimmers of light may sometimes bee seen flashing along the unseen steel when it strikes something- armor for example- that bears an enchantment.  All that is normally visible of Zeladazar is a heavy steal hilt, from quillons to pommel. The pommel nut is a burnished steel sphere as large as a small orange.  The grip is wrapped in black leather, and the visible metal is blued, smooth-worn, and massive.

HISTORY:
     In the waning, decadent days of Netheril, a peculiar (for his people) sorcerer named Twyluth Ornadyn hit upon the idea that the salvation of the Netherese lay in turning their magical skills and lives back to living in harmorny with nature and other living things.  Ornadyn foresaw the need for battle magic to safeguard the survival of the Netherese as they learned the ways of all life, and he envisaged an armory of enchanted blades whose wielders could communicate with each other over long distances through meditation and the blades' transmission of mental images and audible speech.  He set about making a pair of these blades to test relevant existing magic and to develop new spells as necessary- but was slain by a treacherous apprentics, who snatched up one of the blades in the midst of it being imbued with an enchantment and beheaded Ornadyn.  The headless archmage's body lived on through previously cast defensive magics and took up the other sword to avenge himself.  In the ensuing battle, Ornadyn was hacked apart, but one of the blades exploded, destroying the apprentice utterly.
     The surviving sword was found and passed into the possession of the Netherese archwizard Alados Sorngol, who dubbed it the Sword of Dreams because of the visions handling it brought.  These images were sourced in the blade's enchantments and the revenant spirit of Ornadyn, who sent phantoms to frighten Alados ant to wrest control of the blade from him.  Their success was such that the terrified Alados bound new spells into the blade to make it a destroyer of undead- but died anyway when Ornadyn sent a last "blood spell" through the blade, searing the vitality of Alados with Ornadyn's own unlife, so that the essences of the two mages destroyed each other.

POWERS:
     Only magic can make the invisible blade of Zeladazar visible.  Whenever it is drawn, its wielder is immune to paralysis, energy drain, as well as enjoying the benefits of a Ring of Free Action.  Its wielder is able to move and attack freely and normally, even when attacked by a Web, Hold, or Slow spell (which Zeladazar gives its wielder complete immunity to) or when underwater (though the sword does not empower an air-breathing being to breathe under water).
     The Ghost Sword does 1d12 points of damage to all living creatures (regardless of size), and 4d12 points per successful strike to all undead creatures.  The touch of the blade destroys ghosts upon contact.

STATISTICS:

Damage:  1D12, 4D12 vs Undead
Equipped Abilities:   
  Immune to Paralysis
  Immune to Level Drain
  Free Action
Damage type:  slashing
Weight: 2
Speed Factor: 0
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength
The Ghost Sword is a long sword whose blade is invisible, though gilimmers of light may sometimes bee seen flashing along the unseen steel when it strikes something- armor for example- that bears an enchantment.  All that is normally visible of Zeladazar is a heavy steal hilt, from quillons to pommel. The pommel nut is a burnished steel sphere as large as a small orange.  The grip is wrapped in black leather, and the visible metal is blued, smooth-worn, and massive.

HISTORY:
     In the waning, decadent days of Netheril, a peculiar (for his people) sorcerer named Twyluth Ornadyn hit upon the idea that the salvation of the Netherese lay in turning their magical skills and lives back to living in harmorny with nature and other living things.  Ornadyn foresaw the need for battle magic to safeguard the survival of the Netherese as they learned the ways of all life, and he envisaged an armory of enchanted blades whose wielders could communicate with each other over long distances through meditation and the blades' transmission of mental images and audible speech.  He set about making a pair of these blades to test relevant existing magic and to develop new spells as necessary- but was slain by a treacherous apprentics, who snatched up one of the blades in the midst of it being imbued with an enchantment and beheaded Ornadyn.  The headless archmage's body lived on through previously cast defensive magics and took up the other sword to avenge himself.  In the ensuing battle, Ornadyn was hacked apart, but one of the blades exploded, destroying the apprentice utterly.
     The surviving sword was found and passed into the possession of the Netherese archwizard Alados Sorngol, who dubbed it the Sword of Dreams because of the visions handling it brought.  These images were sourced in the blade's enchantments and the revenant spirit of Ornadyn, who sent phantoms to frighten Alados ant to wrest control of the blade from him.  Their success was such that the terrified Alados bound new spells into the blade to make it a destroyer of undead- but died anyway when Ornadyn sent a last "blood spell" through the blade, searing the vitality of Alados with Ornadyn's own unlife, so that the essences of the two mages destroyed each other.

POWERS:
     Only magic can make the invisible blade of Zeladazar visible.  Whenever it is drawn, its wielder is immune to paralysis, energy drain, as well as enjoying the benefits of a Ring of Free Action.  Its wielder is able to move and attack freely and normally, even when attacked by a Web, Hold, or Slow spell (which Zeladazar gives its wielder complete immunity to) or when underwater (though the sword does not empower an air-breathing being to breathe under water).
     The Ghost Sword does 1d12 points of damage to all living creatures (regardless of size), and 4d12 points per successful strike to all undead creatures.  The touch of the blade destroys ghosts upon contact.

PARAMÈTRES : 

Capacités d'équipement : 
- Immunité aux toiles
- Immunité à la paralysie
- Immunité à la lenteur
- Immunité au drain de niveaux
- Immunité à l'étourdissement
- Action libre

Capacités de combat : 
- Inflige 1d12 +2 points de dégâts magiques supplémentaires contre les morts-vivants
- Tue instantanément les nécrophages
- Tue instantanément les spectres
- Tue instantanément les ombres

Dégâts : 1d12 
Type de dégâts : Tranchant
Facteur de vitesse : 0
Type de compétence : Épée longue
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 6
CBRJR015
Dzance's Guardian
The ranger Dzance found this shield in a chest in the depths of Gauntlgrym, The Lost City; its origin is unknown but thought to be of dwarven manufacture.  Dzance's Journals tell us of the properties of this item.  When he retired from adventuring to live in the Lady's Court at Silverymoon, Dzance gave the Guardian to Belpir, a young knight of that city.  The new owner forthwith went adventuring and has not been seen since.  The fates of Belpir and the Guardian are yet a mystery.

FUNCTION:

The Guardian is a "+0 Shield":  magical in nature but conferring no armor class bonus to its bearer besides the one-place benifit provided by any shield.  However, it has a special defensive power:  when worn, it radiates an insubstantial magical energy field that envelopes its bearer, and only the bearer, like an aura.  Any Magic Missile directed at the Guardian's bearer from any direction- not just ahead- strikes this field and is reflected unerringly back at the sender with no damage to the shieldbearer.  The field also absorbs all electrical discharges of natural or magical origin, such as shocking grasp, lightning bolt, or chain lightning, without harm to the bearer.  These attacks dissipate gradually and harmlessly if the shield is taken off, but if the shieldbearer can bring the shield into physical contact with a foe, the entire stored electrical energy of the field can be transmitted to the foe (save vs. paralyzation for half damage).  When this discharge is activated by the bearer's will, there is a 30% chance that the bearer and shield (but not any companion creatures or foes, will be Plane Shifted to a random known plane of existance.
The ranger Dzance found this shield in a chest in the depths of Gauntlgrym, The Lost City; its origin is unknown but thought to be of dwarven manufacture.  Dzance's Journals tell us of the properties of this item.  When he retired from adventuring to live in the Lady's Court at Silverymoon, Dzance gave the Guardian to Belpir, a young knight of that city.  The new owner forthwith went adventuring and has not been seen since.  The fates of Belpir and the Guardian are yet a mystery.

FUNCTION:

The Guardian is a "+0 Shield":  magical in nature but conferring no armor class bonus to its bearer besides the one-place benifit provided by any shield.  However, it has a special defensive power:  when worn, it radiates an insubstantial magical energy field that envelopes its bearer, and only the bearer, like an aura.  Any Magic Missile directed at the Guardian's bearer from any direction- not just ahead- strikes this field and is reflected unerringly back at the sender with no damage to the shieldbearer.  The field also absorbs all electrical discharges of natural or magical origin, such as shocking grasp, lightning bolt, or chain lightning, without harm to the bearer.  These attacks dissipate gradually and harmlessly if the shield is taken off, but if the shieldbearer can bring the shield into physical contact with a foe, the entire stored electrical energy of the field can be transmitted to the foe (save vs. paralyzation for half damage).  When this discharge is activated by the bearer's will, there is a 30% chance that the bearer and shield (but not any companion creatures or foes, will be Plane Shifted to a random known plane of existance.

Capacités d'équipement : 
- Classe d'armure : +1
- Résistance à l'électricité : Passe à 100 %
- Expérience : +1000
- Renvoie les projectiles magiques

Capacités de charge : 
- Capacité 1 (1 fois par jour)
  Poigne électrique (comme un lanceur de sorts de niveau 20)
  31 % de chance d'enfermer le porteur dans un labyrinthe après 2 secondes

Poids : 3

Nécessite : 
- Force : 4
CBRJR017
Laeral's Storm Armor
This armor was devised by the wizardess for whom it is named.  She devised several sets for champions of her far northern kingdom.  The secret of making it died with her, though mages of the North have been trying for centuries.   Of the dozen or so sets created, two have been known to be destroyed, and three others are being used in the North.  The other seven have disappeared, and it is not known whether they are still in existence.

FUNCTION:

Storm armor is Full Plate Armor, +2, of a peculiar non-metallic alloy.  It does not conduct electricity, and has the power to transfer heat to and from the surrounding air, so the wearer remains comfortable in a freezing gale or under the hot desert sun.  The wearer is thus largely unaffected by Fireball and Ice Storm or Cone Of Cold spells, and immune to electrical damage of any type.  The wearer can stand securely, or move in a normal speed, in the face of even the most powerful winds.

STATISTICS:

Armor Class:  -1
Equipped Abilities:
  Free Action
  100% Electrical, Fire, and Cold Resistance
Weight: 70
Requires: 17 Strength, 17 Intelligence
This armor was devised by the wizardess for whom it is named.  She devised several sets for champions of her far northern kingdom.  The secret of making it died with her, though mages of the North have been trying for centuries.   Of the dozen or so sets created, two have been known to be destroyed, and three others are being used in the North.  The other seven have disappeared, and it is not known whether they are still in existence.

FUNCTION:

Storm armor is Full Plate Armor, +2, of a peculiar non-metallic alloy.  It does not conduct electricity, and has the power to transfer heat to and from the surrounding air, so the wearer remains comfortable in a freezing gale or under the hot desert sun.  The wearer is thus largely unaffected by Fireball and Ice Storm or Cone Of Cold spells, and immune to electrical damage of any type.  The wearer can stand securely, or move in a normal speed, in the face of even the most powerful winds.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -1
- Résistance au feu : Passe à 100 %
- Résistance au froid : Passe à 100 %
- Résistance à l'électricité : Passe à 100 %
- Expérience : +1800
- Action libre

Poids : 70

Nécessite : 
- Force : 17
- Intelligence : 17
CBRJR018
Giiraegisir
Brooch of Guardianship

All the fashion rage of early and modern Myth Drannor, these elaborate brooches are worn as amulets and neck jewelry, cameo breastpins, and cloak-fastening pins.  While each is distinct and unique in ists decoration, detail, and materials, all share a basic form: an oval-shaped ivory cameo, a large metal pin attached to the cameo's back, a recess within the pin's setting for a necklace chain, mementos, or secret items, and a basic enchantment.

When the giiraegisir is grasped and pulled down along its setting (sliding with a soft click in the setting but not pulling it out of its fastening), the base magic is activated: An invisible field of energy surrounds the wearer, providing Armor Class 0 for three rounds.  The giiraegis' magic is usable once per day, after which the pin is dormant and powerless for 24 hours.

Many giiraegisir are designed to bear special symbols, such as House seals or wizards' sigils, or include elaborate embellishments to make them major pieces of jewelry designed to display the opulence of the elf rather than boast of power.  They can appear as innate parts of an intricate stomacher on a noblewoman's gown, a belt buckle, over large earrings, or even an ornament on an armored bracer.

These giiraegisir are also adapted magically, and additional minor enchantments can be placed in them.  However, all the powers of a giiraegis are activated by whatever trigger is set within the cameo, whether it is shifted in its setting, rubbed sunwise twic, or simply tapped three times.
Brooch of Guardianship

All the fashion rage of early and modern Myth Drannor, these elaborate brooches are worn as amulets and neck jewelry, cameo breastpins, and cloak-fastening pins.  While each is distinct and unique in ists decoration, detail, and materials, all share a basic form: an oval-shaped ivory cameo, a large metal pin attached to the cameo's back, a recess within the pin's setting for a necklace chain, mementos, or secret items, and a basic enchantment.

When the giiraegisir is grasped and pulled down along its setting (sliding with a soft click in the setting but not pulling it out of its fastening), the base magic is activated: An invisible field of energy surrounds the wearer, providing Armor Class 0 for three rounds.  The giiraegis' magic is usable once per day, after which the pin is dormant and powerless for 24 hours.

Many giiraegisir are designed to bear special symbols, such as House seals or wizards' sigils, or include elaborate embellishments to make them major pieces of jewelry designed to display the opulence of the elf rather than boast of power.  They can appear as innate parts of an intricate stomacher on a noblewoman's gown, a belt buckle, over large earrings, or even an ornament on an armored bracer.

These giiraegisir are also adapted magically, and additional minor enchantments can be placed in them.  However, all the powers of a giiraegis are activated by whatever trigger is set within the cameo, whether it is shifted in its setting, rubbed sunwise twic, or simply tapped three times.

Capacités de charge : 
- Classe d'armure de base : 0 pendant 4 rounds (1 fois par jour)

Poids : 0
CBRJR019
Girdle of Lions
This belt appears to be like any other magical girdle when first encountered.  When it is put on, the wearer gains several special abilities.  Wearing a Girdle of Lions enables one to speak with felines in such a way as to summon the nearest feline (normally a lion) which can give advice or obey reasonable commands.

The wearer also gains the ability to land after a fall in such a way as to minimize physical damage.

The Girdle enables the wearer to Move Silently as per the thief ability, with a minimum 50% chance of success.  If the wearer is a thief, assassin, monk, or other character or creature who already has the ability to move silently, then the chance of success is adjusted upward by +50%, to a maximum of 99%.

Finally, the Girdle confers a sort of night vision similar to that possessed by cats.  If any light source is within view of the wearer, he can see in the dark as clearly as if he were in broad daylight.
This belt appears to be like any other magical girdle when first encountered.  When it is put on, the wearer gains several special abilities.  Wearing a Girdle of Lions enables one to speak with felines in such a way as to summon the nearest feline (normally a lion) which can give advice or obey reasonable commands.

The wearer also gains the ability to land after a fall in such a way as to minimize physical damage.

The Girdle enables the wearer to Move Silently as per the thief ability, with a minimum 50% chance of success.  If the wearer is a thief, assassin, monk, or other character or creature who already has the ability to move silently, then the chance of success is adjusted upward by +50%, to a maximum of 99%.

Finally, the Girdle confers a sort of night vision similar to that possessed by cats.  If any light source is within view of the wearer, he can see in the dark as clearly as if he were in broad daylight.

Capacités d'équipement : 
- Furtivité : +50 %
- Expérience : +2000
- Infravision

Capacités de charge : 
- Invoque une créature (Lion) pendant 1 tour (3 fois par jour)

Poids : 2

Nécessite : 
- Niveau : 3
CBRJR021
Archmage Staff
Much like a Ring of Wizardry, this powerful staff normally carried by wizards of great power allows the wielder to memorize more spells than are normal for a wizard of their level.  This staff has been enchanted by a mage of some power for the number of spell slots it awards is indeed great.

STATISTICS:

Additional Spells/Levels:
  1st Level: 4
  2nd Level: 4
  3rd Level: 4
  4th Level: 4
  5th Level: 4
  6th Level: 1

Damage:  1D6 + 2
THAC0:  +2
Damage type:  crushing
Weight: 3
Speed Factor: 2
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength
Much like a Ring of Wizardry, this powerful staff normally carried by wizards of great power allows the wielder to memorize more spells than are normal for a wizard of their level.  This staff has been enchanted by a mage of some power for the number of spell slots it awards is indeed great.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort profane supplémentaire de niveau 6
- Mémorisation de 4 sorts profanes supplémentaires de niveau 5
- Mémorisation de 4 sorts profanes supplémentaires de niveau 4
- Mémorisation de 4 sorts profanes supplémentaires de niveau 3
- Mémorisation de 4 sorts profanes supplémentaires de niveau 2
- Mémorisation de 4 sorts profanes supplémentaires de niveau 1

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Bâton
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
CBROLFSH
Rolf Sureblade's Shield
After defeating the bandit leader, Rolf Sureblade in his fortification north of Soubar, you recovered this shield of awesome defense.  This shield is truly an item that you should treasure, as it is bound to save your life more than once as you adventure throughout Faern.  This shield decreases AC by 6 and adds 3 to all saving throws.  In addition, Sureblade's shield allows the you to move so quickly that your movement rate is increased by 2 and normal missiles have no chance of striking him. 

STATISTICS:

Armor Class Bonus: 6
Special:
  Missile Weapons ineffective
  Movement Rate Increased
Weight: 10
Requires: 16 Strength
After defeating the bandit leader, Rolf Sureblade in his fortification north of Soubar, you recovered this shield of awesome defense.  This shield is truly an item that you should treasure, as it is bound to save your life more than once as you adventure throughout Faern.  This shield decreases AC by 6 and adds 3 to all saving throws.  In addition, Sureblade's shield allows the you to move so quickly that your movement rate is increased by 2 and normal missiles have no chance of striking him. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +6
- Jets de sauvegarde : +3
- Vitesse de déplacement : +2
- Immunité contre les flèchettes
- Immunité contre les dagues de jet
- Immunité contre les billes
- Immunité contre les attaques de regard
- Immunité contre les haches de jet
- Immunité contre les flèches

Poids : 10

Nécessite : 
- Force : 16
CBROLFSW
Rolf Sureblade's Sword
After defeating the bandit leader, Rolf Sureblade in his fortification north of Soubar, you recovered this sword of great power that he wielded against you in that horrific battle for your life.  This sword is truly a weapon worthy of your skills, as it allows you to cut through the defenses of most other creatures.  Upon a successful hit against a target of 18th level of less, the creature is instantly killed when struck, an ability which can be quite useful when forced to fight powerful enemies.

STATISTICS:

Slays enemies lower than 18th level upon successful hit.  The target receives a save vs. death at -2 penalty.

Damage:  2D6 + 3
THACO:  +3 bonus
Damage type:  slashing
Weight:  8
Speed Factor: 4
Proficiency Type: Bastard Sword
Type:  1-handed
Requires: 15 Strength
After defeating the bandit leader, Rolf Sureblade in his fortification north of Soubar, you recovered this sword of great power that he wielded against you in that horrific battle for your life.  This sword is truly a weapon worthy of your skills, as it allows you to cut through the defenses of most other creatures.  Upon a successful hit against a target of 18th level of less, the creature is instantly killed when struck, an ability which can be quite useful when forced to fight powerful enemies.

PARAMÈTRES : 

Capacités de combat : 
- Tue instantanément les créatures de 17 dés de vie ou moins (jet de sauvegarde à -2 contre la paralysie, la mort et les poisons pour éviter)

Enchantement : +3
TAC0 : +3
Dégâts : 2d6 +3
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Épée bâtarde
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 15
CBSBMLT1
Bâton Épieu +2
Ce bâton d'apparence ordinaire est en fait magique car il possède une aura de transmutation. Une longue lame peut jaillir sur commande de son extrémité, le transformant ainsi en lance. Probablement conçu par un prêtre ou un magicien souhaitant améliorer ses compétences de mêlée, n'importe quelle personne capable de manipuler un bâton peut l'utiliser.

PARAMÈTRES :

TAC0 : +2 
Dégâts : 1d8 +3 (perforant)
Facteur de vitesse : 4
Type de compétence : bâton
Type : arme à deux mains
Nécessite : 5 en Force

Poids : 4
Ce bâton d'apparence ordinaire est en fait magique car il possède une aura de transmutation. Une longue lame peut jaillir sur commande de son extrémité, le transformant ainsi en lance. Probablement conçu par un prêtre ou un magicien souhaitant améliorer ses compétences de mêlée, n'importe quelle personne capable de manipuler un bâton peut l'utiliser.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +3
Type de dégâts : Perforant
Facteur de vitesse : 4
Type de compétence : Bâton
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 5
CBSBMLT2
Épée bâtarde + 1
Également connue sous le nom d'épée à une main et demie, l'épée bâtarde tire son nom de son aspect intermédiaire entre l'épée à deux mains et l'épée longue. C'est une épée bâtarde magique.

PARAMÈTRES :

TAC0 : +1
Dégâts : 2d4+1 (tranchant)
Facteur de vitesse : 7
Type de compétence : épée bâtarde
Type : arme à une main
Nécessite : 11 en Force

Poids : 9
Également connue sous le nom d'épée à une main et demie, l'épée bâtarde tire son nom de son aspect intermédiaire entre l'épée à deux mains et l'épée longue. C'est une épée bâtarde magique.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 2d4 +1
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Épée bâtarde
Type : Arme à 1 main

Poids : 9

Nécessite : 
- Force : 11
CBSBMLT3
Varscona +2
Ce type de lame était employé depuis longtemps par les prêtres de Sharran pendant les rites sacrificiels qui marquent la « Fête de la Lune ». D'après des légendes, lorsque la propriétaire de cette épée mourut, sa dépouille fut momifiée et la lame fut placée sur sa poitrine comme symbole de puissance. Dans la première partie d'un rituel depuis longtemps oublié, on l'avait exhumée et elle était revenue à la vie sous une autre forme. Malheureusement, les quelques personnes qui connaissaient son existence périrent dans les guerres des cultes ; sa tombe devint une prison dans laquelle elle fut oubliée. Elle y développa une fureur proche de la démence. Son tombeau fut finalement découvert, mais il était vide et n'indiquait pas l'endroit où elle se trouvait. Pour certains, sa colère était telle qu'elle avait fini par se fondre dans la lame de son arme. Quoi qu'il en soit, après des siècles de haine inassouvie, l'épée possède un pouvoir qui lui est propre. Elle est aujourd'hui mortelle au combat.

PARAMÈTRES :

TAC0 : +2
Dégâts : 1d8+2, +1 point de dégâts de froid
Type de dégâts : tranchant
Facteur de vitesse : 3
Type de compétence : épée longue
Type : arme à une main
Nécessite : 5 en Force

Poids : 3
Ce type de lame était employé depuis longtemps par les prêtres de Sharran pendant les rites sacrificiels qui marquent la « Fête de la Lune ». D'après des légendes, lorsque la propriétaire de cette épée mourut, sa dépouille fut momifiée et la lame fut placée sur sa poitrine comme symbole de puissance. Dans la première partie d'un rituel depuis longtemps oublié, on l'avait exhumée et elle était revenue à la vie sous une autre forme. Malheureusement, les quelques personnes qui connaissaient son existence périrent dans les guerres des cultes ; sa tombe devint une prison dans laquelle elle fut oubliée. Elle y développa une fureur proche de la démence. Son tombeau fut finalement découvert, mais il était vide et n'indiquait pas l'endroit où elle se trouvait. Pour certains, sa colère était telle qu'elle avait fini par se fondre dans la lame de son arme. Quoi qu'il en soit, après des siècles de haine inassouvie, l'épée possède un pouvoir qui lui est propre. Elle est aujourd'hui mortelle au combat.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts de froid supplémentaires

Enchantement : +2
TAC0 : +2
Dégâts : 1d8 +2
Type de dégâts : Tranchant
Facteur de vitesse : 3
Type de compétence : Épée longue
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 6
CBSBMLT4
Épée courte +2
Cette épée courte a été forgée par un artisan très doué, qui était aussi magicien. Aucun défaut ne gâte la perfection de cette lame. En combat, elle irradie de la magie et augmente les capacités de son porteur.

PARAMÈTRES :

TAC0 : +2
Dégâts : 1d6+2 (perforant)
Facteur de vitesse : 1
Type de compétence : épée courte
Type : arme à une main
Nécessite : 5 en Force

Poids : 2
Cette épée courte a été forgée par un artisan très doué, qui était aussi magicien. Aucun défaut ne gâte la perfection de cette lame. En combat, elle irradie de la magie et augmente les capacités de son porteur.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Perforant
Facteur de vitesse : 1
Type de compétence : Épée courte
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 5
CBSBMLT5
Cimeterre +3
La lame de cette arme semble miroiter, révélant un tranchant de rasoir. De grandes compétences furent nécessaires pour forger cette arme, ainsi que les bénédictions de plusieurs instances supérieures, même si en comparaison, le travail effectué sur la poignée semble maladroit. 

 PARAMÈTRES :

TAC0 : +3
Dégâts : 1d8+3 (tranchants)
Facteur de vitesse : 2
Type de compétence : cimeterre/wakizashi/ninjatō
Type : arme à une main
Nécessite : 8 en force

Poids : 3
La lame de cette arme semble miroiter, révélant un tranchant de rasoir. De grandes compétences furent nécessaires pour forger cette arme, ainsi que les bénédictions de plusieurs instances supérieures, même si en comparaison, le travail effectué sur la poignée semble maladroit. 

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Cimeterre/Wakizashi/Ninjatō
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 8
CBSBMLT6
Épée longue +3
Ce type d'épée est également appelé épée à double tranchant, épée de guerre ou épée militaire. Sa lame vibre légèrement dans votre main, signe évident d'un enchantement.

PARAMÈTRES :

TAC0 : +3
Dégâts : 1d8+3 (tranchant)
Facteur de vitesse : 2 
Type de compétence : épée longue
Type : arme à une main
Nécessite : 6 en Force

Poids : 2
Ce type d'épée est également appelé épée à double tranchant, épée de guerre ou épée militaire. Sa lame vibre légèrement dans votre main, signe évident d'un enchantement.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 2
Type de compétence : Épée longue
Type : Arme à 1 main

Poids : 2

Nécessite : 
- Force : 6
CBSBMLT7
Arbalète Lourde +2
Une arbalète est constituée d'un arc, généralement en bois de frêne ou d'if, monté en travers sur un manche de bois ou de métal. Cette arme-ci a été enchantée par un maître sorcier avec des énergies vitales du plan de l'air. Ces énergies guident les carreaux pour les aider à frapper leurs cibles et à occasionner des dégâts plus importants.

PARAMÈTRES :

TAC0 : +2
Dégâts : +4 (projectile)
Facteur de vitesse : 8
Type de compétence : arbalète
Type : arme à deux mains
Nécessite : 12 en Force

Poids : 11
Une arbalète est constituée d'un arc, généralement en bois de frêne ou d'if, monté en travers sur un manche de bois ou de métal. Cette arme-ci a été enchantée par un maître sorcier avec des énergies vitales du plan de l'air. Ces énergies guident les carreaux pour les aider à frapper leurs cibles et à occasionner des dégâts plus importants.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +2
TAC0 : +2
Dégâts : +4
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 8
Type de compétence : Arbalète
Type : Arme à 2 mains

Poids : 11

Nécessite : 
- Force : 12
CBSBMLT8
Arbalète légère +3
Une arbalète n'est rien d'autre qu'une hampe d'arc montée sur un bâti de bois ou de métal, appelé alors un arbrier. L'arc est généralement en bois de frêne ou d'if. L'arbalète décoche un carreau lourd (également appelé simplement carreau). Cette arbalète magique est fine et racée, ne produisant que peu de recul.

PARAMÈTRES :

TAC0 : +3
Dégâts : +3 (projectile)
Facteur de vitesse : 2
Type de compétence : arbalète
Type : arme à deux mains
Nécessite : 8 en Force

Poids : 4
Une arbalète n'est rien d'autre qu'une hampe d'arc montée sur un bâti de bois ou de métal, appelé alors un arbrier. L'arc est généralement en bois de frêne ou d'if. L'arbalète décoche un carreau lourd (également appelé simplement carreau). Cette arbalète magique est fine et racée, ne produisant que peu de recul.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 1

Enchantement : +3
TAC0 : +3
Dégâts : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 2
Type de compétence : Arbalète
Type : Arme à 2 mains

Poids : 4

Nécessite : 
- Force : 8
CBSBMLTA
Hache d'armes +1
La version la plus répandue de la hache d'armes est une grande hampe d'environ 1,2 m de long comportant une lame à un seul tranchant et en forme de trompette montée sur une extrémité. Les haches d'armes sont également appelées grandes haches. Celle-ci a été enchantée.

PARAMÈTRES :

TAC0 : +1
Dégâts : 1d8+1 (tranchant)
Facteur de vitesse : 6
Type de compétence : hache d'armes
Type : arme à une main
Nécessite : 10 en Force

Poids : 7
La version la plus répandue de la hache d'armes est une grande hampe d'environ 1,2 m de long comportant une lame à un seul tranchant et en forme de trompette montée sur une extrémité. Les haches d'armes sont également appelées grandes haches. Celle-ci a été enchantée.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d8 +1
Type de dégâts : Tranchant
Facteur de vitesse : 6
Type de compétence : Hache
Type : Arme à 1 main

Poids : 7

Nécessite : 
- Force : 10
CBSBMLTB
Hache de jet + 2
Cette hache de jet n'a pas seulement été parfaitement équilibrée en tant qu'arme de lancer, elle est également et puissamment enchantée. De ce fait, elle inflige des dégâts supérieurs, et elle est plus précise, qu'une arme non magique du même type. 

PARAMÈTRES :

Capacités de combat :
- revient dans la main du lanceur

TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts (mêlée) : tranchant
Type de dégâts (lancer) : projectile
Facteur de vitesse : 2
Type de compétence : hache
Type : arme à une main
Nécessite : 4 en Force

Poids : 3
Cette hache de jet n'a pas seulement été parfaitement équilibrée en tant qu'arme de lancer, elle est également et puissamment enchantée. De ce fait, elle inflige des dégâts supérieurs, et elle est plus précise, qu'une arme non magique du même type. 

PARAMÈTRES : 

Capacités de combat (à distance) : 
- Revient dans la main du lanceur

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 2
Type de compétence : Hache
Type : Arme à 1 main

Poids : 3

Nécessite : 
- Force : 4
CBSBMLTC
Hache de bataille +3
La version la plus courante de la hache de bataille se compose d'une hampe de plus d'1 m de long et d'une lame évasée, à simple tranchant, à son extrémité. On les appelle également haches larges. Celles qui sont magiques ont été généralement confectionnées par les nains pour se défendre contre leurs voisins agressifs. Cette hache a vu de nombreuses batailles, mais sa fabrication et ses enchantements lui permettent de perdurer.

PARAMÈTRES :

TAC0 : +3
Dégâts : 1d8+3 (tranchant)
Facteur de vitesse : 4 
Type de compétence : hache d'armes
Type : arme à une main
Nécessite : 10 en Force

Poids : 4
La version la plus courante de la hache de bataille se compose d'une hampe de plus d'1 m de long et d'une lame évasée, à simple tranchant, à son extrémité. On les appelle également haches larges. Celles qui sont magiques ont été généralement confectionnées par les nains pour se défendre contre leurs voisins agressifs. Cette hache a vu de nombreuses batailles, mais sa fabrication et ses enchantements lui permettent de perdurer.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 4
Type de compétence : Hache
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 10
CBSBMLTE
Masse d'armes +1
La masse d'armes descend directement du gourdin de base ; elle n'est rien de plus qu'une hampe de bois avec une tête en pierre ou en fer fixée à l'extrémité. La forme de la tête varie ; celle-ci est un pommeau pyramidal, monté au bout d'une hampe en chêne poli, qui brille d'un éclat bleuté.

PARAMÈTRES :

TAC0 : +1
Dégâts : 1d6+2 (contondant)
Facteur de vitesse : 6
Type de compétence : masse d'armes
Type : arme à une main
Nécessite : 10 en Force

Poids : 8
La masse d'armes descend directement du gourdin de base ; elle n'est rien de plus qu'une hampe de bois avec une tête en pierre ou en fer fixée à l'extrémité. La forme de la tête varie ; celle-ci est un pommeau pyramidal, monté au bout d'une hampe en chêne poli, qui brille d'un éclat bleuté.

PARAMÈTRES : 

Enchantement : +1
TAC0 : +1
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 6
Type de compétence : Masse d'armes
Type : Arme à 1 main

Poids : 8

Nécessite : 
- Force : 10
CBSBMLTF
Morgenstern +2
La morgenstern est constituée d'un manche de bois au sommet duquel se trouve une tête de métal garnie de pointes. Les morgensterns ont une longueur totale de près d'un mètre vingt. Des enchantements ont rendu celle-ci plus légère, plus rapide, et beaucoup plus mortelle que les armes normales de ce type.

PARAMÈTRES :

TAC0 : +2
Dégâts : 2d4+2 (contondant)
Facteur de vitesse : 5
Type de compétence : fléau d'armes/morgenstern
Type : arme à une main
Nécessite : 11 en Force

Poids : 9
La morgenstern est constituée d'un manche de bois au sommet duquel se trouve une tête de métal garnie de pointes. Les morgensterns ont une longueur totale de près d'un mètre vingt. Des enchantements ont rendu celle-ci plus légère, plus rapide, et beaucoup plus mortelle que les armes normales de ce type.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 2d4 +2
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Fléau d'armes/morgenstern
Type : Arme à 1 main

Poids : 9

Nécessite : 
- Force : 11
CBSBMLTG
Masse d'armes +3
La masse d'arme est une descendante directe du gourdin ; seule l'adjonction d'une tête de métal à son extrémité l'en fait différer. En ce qui concerne cette masse, la tête est pyramidale, sise sur un manche en chêne raffiné, et luit d'un éclat bleuté.

PARAMÈTRES :

TAC0 : +3
Dégâts : 1d6+4 (contondant) 
Facteur de vitesse : 4 
Type de compétence : masse d'armes
Type : arme à une main
Nécessite : 10 en Force

Poids : 6
La masse d'arme est une descendante directe du gourdin ; seule l'adjonction d'une tête de métal à son extrémité l'en fait différer. En ce qui concerne cette masse, la tête est pyramidale, sise sur un manche en chêne raffiné, et luit d'un éclat bleuté.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +4
Type de dégâts : Contondant
Facteur de vitesse : 4
Type de compétence : Masse d'armes
Type : Arme à 1 main

Poids : 6

Nécessite : 
- Force : 10
CBSBMLTH
Arc long composé + 1
Les arcs composés sont des arcs longs ou courts dont les branches sont faites de plusieurs matériaux. Cela rend l'arc plus souple, ce qui accroît sa portée. Ceux-ci ont été conçus après l'arc long ordinaire. Cet arc magique requiert une force de 18 pour être utilisé.

PARAMÈTRES :

TAC0 : +2
Dégâts : +1 (projectile)
Facteur de vitesse : 6
Type de compétence : arc long
Type : arme à deux mains
Nécessite : 18 en Force

Poids : 9
Les arcs composés sont des arcs longs ou courts dont les branches sont faites de plusieurs matériaux. Cela rend l'arc plus souple, ce qui accroît sa portée. Ceux-ci ont été conçus après l'arc long ordinaire. Cet arc magique requiert une force de 18 pour être utilisé.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +1
TAC0 : +2
Dégâts : +1
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 6
Type de compétence : Arc long
Type : Arme à 2 mains

Poids : 9

Nécessite : 
- Force : 18
CBSBMLTI
Arc court + 1
Les arcs dits « courts » ont été les premiers à être conçus. On les appelle ainsi uniquement pour les différencier des autres arcs de conception plus récente, généralement plus longs. Cet arc magique procure un bonus de frappe de +1 à l'archer.

PARAMÈTRES :

TAC0 : +1
Facteur de vitesse : 5
Type de compétence : arc court
Type : arme à deux mains
Nécessite : 3 en Force

Poids : 2
Les arcs dits « courts » ont été les premiers à être conçus. On les appelle ainsi uniquement pour les différencier des autres arcs de conception plus récente, généralement plus longs. Cet arc magique procure un bonus de frappe de +1 à l'archer.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

TAC0 : +1
Type de dégâts : Perforant
Facteur de vitesse : 5
Type de compétence : Arc long
Type : Arme à 2 mains

Poids : 1

Nécessite : 
- Force : 3
CBSBMLTJ
Arc long +3
L'arc long est très similaire à l'arc court, sauf en ce qui concerne sa hauteur, généralement égale à celle d'un homme. Bien qu'un peu plus lent à utiliser, il a une plus grand précision et portée. La hampe de cet arc est chaude au toucher, signe évident de propriétés magiques.

PARAMÈTRES :

TAC0 : +4
Facteur de vitesse : 4
Type de compétence : arc long
Type : arme à deux mains
Nécessite : 6 en Force

Poids : 2
L'arc long est très similaire à l'arc court, sauf en ce qui concerne sa hauteur, généralement égale à celle d'un homme. Bien qu'un peu plus lent à utiliser, il a une plus grand précision et portée. La hampe de cet arc est chaude au toucher, signe évident de propriétés magiques.

PARAMÈTRES : 

Capacités d'équipement : 
- Attaque par round : Passe à 2

Enchantement : +3
TAC0 : +3
Type de dégâts : Projectile (perforant)
Facteur de vitesse : 3
Type de compétence : Arc long
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 6
CBSBMLTK
Cotte de mailles +3
Cette excellente cotte de mailles est l'armure de base des guerriers d'élite des nains des profondeurs. Elle est faite d'un alliage de mithral et protège des coups les plus puissants. 

PARAMÈTRES :

Classe d'armure : 2 (0 contre les armes tranchantes, 4 contre les armes contondantes)
Nécessite : 8 en Force

Poids : 9
Cette excellente cotte de mailles est l'armure de base des guerriers d'élite des nains des profondeurs. Elle est faite d'un alliage de mithral et protège des coups les plus puissants. 

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les armes contondantes
- Classe d'armure : +2 contre les armes tranchantes
- Classe d'armure de base : 2
- Empêche le porteur de lancer des sorts profanes
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 9

Nécessite : 
- Force : 8
CBSBMLTL
Le Cœur du golem +2
Les dagues sont des lames pointues à double tranchant, contrairement aux couteaux, plus petits, qui n'en ont qu'un. Cette dague est magique, et donne des bonus de vitesse, de précision et de dégâts. De plus, étant magique, elle peut toucher des adversaires immunisés contre les armes normales, comme les vampires, les élémentaires et les momies.

PARAMÈTRES :

TAC0 : +2
Dégâts : 1d4+2 (perforant)
Facteur de vitesse : 0
Type de compétence : dague
Type : arme à une main
Nécessite : 3 en Force

Poids : 1
Les dagues sont des lames pointues à double tranchant, contrairement aux couteaux, plus petits, qui n'en ont qu'un. Cette dague est magique, et donne des bonus de vitesse, de précision et de dégâts. De plus, étant magique, elle peut toucher des adversaires immunisés contre les armes normales, comme les vampires, les élémentaires et les momies.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +2
Type de dégâts : Perforant
Facteur de vitesse : 0
Type de compétence : Dague
Type : Arme à 1 main

Poids : 1

Nécessite : 
- Force : 3
CBSBMLTN
Lame de Suryris +2
Suryris était un minotaure blanc qui voyageait à travers les Orsraunes de Turmish. Il vivait pour le seul plaisir du combat et incitait les guerriers à le défier pour lui ravir son arme magique, une puissante hallebarde. Malgré sa nature agressive, c'était un combattant honnête et il ne tuait jamais les adversaires auxquels il était supérieur. Suryris ne rencontra son maître qu'une seule fois, dans un combat qui dura des heures et au cours duquel il craignit souvent d'être vaincu. Le duel prit fin lorsque l'épée de son adversaire se rompit. Suryis savait cependant que s'il s'était prolongé, il aurait probablement été battu. Il présenta son arme à l'homme étonné. Plus tard, ce dernier parla de cette noble créature à qui voulait l'entendre. 

PARAMÈTRES :

TAC0 : +2
Dégâts : 1d10 +2 (tranchant ou perforant, le meilleur des deux)
Facteur de vitesse : 7
Type de compétence : hallebarde
Type : arme à deux mains
Nécessite : 13 en Force

Poids : 12
Suryris était un minotaure blanc qui voyageait à travers les Orsraunes de Turmish. Il vivait pour le seul plaisir du combat et incitait les guerriers à le défier pour lui ravir son arme magique, une puissante hallebarde. Malgré sa nature agressive, c'était un combattant honnête et il ne tuait jamais les adversaires auxquels il était supérieur. Suryris ne rencontra son maître qu'une seule fois, dans un combat qui dura des heures et au cours duquel il craignit souvent d'être vaincu. Le duel prit fin lorsque l'épée de son adversaire se rompit. Suryis savait cependant que s'il s'était prolongé, il aurait probablement été battu. Il présenta son arme à l'homme étonné. Plus tard, ce dernier parla de cette noble créature à qui voulait l'entendre. 

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d10 +2
Type de dégâts : Perforant
Facteur de vitesse : 7
Type de compétence : Hallebarde
Type : Arme à 2 mains

Poids : 12

Nécessite : 
- Force : 13
CBSBMLTO
Hallebarde +3
Constituée d'une lame de hache, d'un crochet et d'une pointe de lance au bout d'un long manche, la hallebarde est l'arme d'hast la plus répandue. Celle-ci a été imprégnée de magie pour la rendre encore plus efficace.

PARAMÈTRES :

TAC0 : +3
Dégâts : 1d10+3 (perforant)
Facteur de vitesse : 6
Type de compétence : hallebarde
Type : arme à deux mains
Nécessite : 13 en Force

Poids : 11
Constituée d'une lame de hache, d'un crochet et d'une pointe de lance au bout d'un long manche, la hallebarde est l'arme d'hast la plus répandue. Celle-ci a été imprégnée de magie pour la rendre encore plus efficace.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Perforant
Facteur de vitesse : 6
Type de compétence : Hallebarde
Type : Arme à 2 mains

Poids : 11

Nécessite : 
- Force : 13
CBSBMLTP
Ashideena +2
Dame Ashideena était une remarquable stratège qui affina ses talents contre les armées d'orques pendant l'Année de la Horde Noire. Elle rencontra Dergat Wiltoon (le guerrier qui maniait cette arme) alors qu'il déjouait une embuscade tendue par le grand orque Varstok, et le nomma peu après Capitaine. Après avoir servi côte à côte pendant toute la durée de la guerre, ils tombèrent amoureux et finirent par se marier. Les historiens rapportent que Dergat donna à son marteau de guerre le nom de sa femme en souvenir de l'amour qui guida sa main. On ignore ce que Dame Ashideena pouvait bien penser à ce propos.

PARAMÈTRES :

TAC0 : +2
Dégâts : 1d4+3, +1 point de dégâts électriques
Type de dégâts : contondant
Facteur de vitesse : 2
Type de compétence : marteau de guerre
Type : arme à une main
Nécessite : 9 en Force

Poids : 5
Dame Ashideena était une remarquable stratège qui affina ses talents contre les armées d'orques pendant l'Année de la Horde Noire. Elle rencontra Dergat Wiltoon (le guerrier qui maniait cette arme) alors qu'il déjouait une embuscade tendue par le grand orque Varstok, et le nomma peu après Capitaine. Après avoir servi côte à côte pendant toute la durée de la guerre, ils tombèrent amoureux et finirent par se marier. Les historiens rapportent que Dergat donna à son marteau de guerre le nom de sa femme en souvenir de l'amour qui guida sa main. On ignore ce que Dame Ashideena pouvait bien penser à ce propos.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1 points de dégâts d'électricité supplémentaires

Enchantement : +2
TAC0 : +2
Dégâts : 1d4 +3
Type de dégâts : Contondant
Facteur de vitesse : 2
Type de compétence : Marteau de guerre
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 9
CBSBMLTQ
Marteau de guerre +3
Les cavaliers peuvent difficilement manier les armes longues. C'est pourquoi de nombreuses armes ont été modifiées pour pouvoir être utilisées à une seule main. Le marteau de cavalier est entièrement en acier et possède un manche d'environ 50 cm de long. Une forte magie d'origine indéterminée a été intégrée dans cette arme.

PARAMÈTRES :

TAC0 : +3
Dégâts : 1d4+4 (contondant)
Facteur de vitesse : 1 
Type de compétence : marteau de guerre
Type : arme à une main
Nécessite : 9 en Force

Poids : 4
Les cavaliers peuvent difficilement manier les armes longues. C'est pourquoi de nombreuses armes ont été modifiées pour pouvoir être utilisées à une seule main. Le marteau de cavalier est entièrement en acier et possède un manche d'environ 50 cm de long. Une forte magie d'origine indéterminée a été intégrée dans cette arme.

PARAMÈTRES : 

Enchantement : +3
TAC0 : +3
Dégâts : 1d4 +4
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Marteau de guerre
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 9
CBSBMLTR
Armure de Cuir +1
En dépit de la croyance populaire, l'armure de cuir n'est pas aussi souple que le cuir utilisé pour fabriquer les bottes de rôdeur ou une robe de druide et offre donc une meilleure protection que les vêtements traditionnels. Elle a été enchantée

PARAMÈTRES :

Classe d'armure : 7 (9 contre les armes perforantes et les projectiles)
Nécessite : 4 en Force

Poids : 5
En dépit de la croyance populaire, l'armure de cuir n'est pas aussi souple que le cuir utilisé pour fabriquer les bottes de rôdeur ou une robe de druide et offre donc une meilleure protection que les vêtements traditionnels. Elle a été enchantée

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 7
- Empêche le porteur de lancer des sorts profanes

Poids : 15

Nécessite : 
- Force : 4
CBSBMLTS
Armure de Cuir +3
Armure de base faite de cuir épais durci à la cire ou à l'eau. Elle manque de la souplesse qu'ont les bottes ou les capes, mais de tels types de cuir ne fourniraient pas une bien grande protection. Des enchantements ont amélioré les capacités de cette armure-ci.

PARAMÈTRES :

Classe d'armure : 5 (7 contre les armes perforantes et les projectiles)
Nécessite : 3 en Force

Poids : 5
Armure de base faite de cuir épais durci à la cire ou à l'eau. Elle manque de la souplesse qu'ont les bottes ou les capes, mais de tels types de cuir ne fourniraient pas une bien grande protection. Des enchantements ont amélioré les capacités de cette armure-ci.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : -2 contre les projectiles
- Classe d'armure : -2 contre les armes perforantes
- Classe d'armure de base : 5
- Empêche le porteur de lancer des sorts profanes

Poids : 4

Nécessite : 
- Force : 3
CBSBMLTV
Armure de plates complète +2
L'armure de plates complète est la meilleure que puisse acheter un guerrier, tant pour son prestige que pour sa protection. Elle est faite de plaques parfaitement ajustées, qui dévient les flèches comme les coups et elle est toute entière ornée de fines gravures en relief. Cette armure +2 a été créée à l'aide d'un sort de souhait limité.

PARAMÈTRES :

Classe d'armure : -1 (-5 contre les armes tranchantes, -4 contre les armes perforantes et les projectiles)
Nécessite : 15 en Force

Poids : 40
L'armure de plates complète est la meilleure que puisse acheter un guerrier, tant pour son prestige que pour sa protection. Elle est faite de plaques parfaitement ajustées, qui dévient les flèches comme les coups et elle est toute entière ornée de fines gravures en relief. Cette armure +2 a été créée à l'aide d'un sort de souhait limité.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -1
- TAC0 : -1
- Empêche le porteur de lancer des sorts profanes
- Vitesse de déplacement : -2
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 40

Nécessite : 
- Force : 15
CBSBMLTW
Rondache +1
La rondache est généralement ronde et se tient à bout de bras par la poignée. Comme elle est légère comparée à l'écu, le combattant peut porter d'autres objets dans la même main, mais il ne peut pas manier ou porter une autre arme.

PARAMÈTRES :

Capacités d'équipement :
- Classe d'armure : +2
- Pas de protection contre les projectiles

Nécessite : 4 en Force

Poids : 3
La rondache est généralement ronde et se tient à bout de bras par la poignée. Comme elle est légère comparée à l'écu, le combattant peut porter d'autres objets dans la même main, mais il ne peut pas manier ou porter une autre arme.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2
- Classe d'armure : -2 contre les projectiles

Poids : 3

Nécessite : 
- Force : 4
CBSBMLTY
Bouclier de Pellan +2
Le Bouclier de Pellan
Ce bouclier a été fabriqué par les meilleurs nains forgerons pour Pellan de Tyr, un paladin célèbre pour son intrépidité et son manque total de bon sens. Ayant entendu dire qu'un dragon rouge ravageait la campagne, Pellan enfourcha son cheval et partit au combat. Le dragon digéra sans problème Pellan et son armure mais le bouclier lui donna de fortes crampes d'estomac. Il le recracha et le conserva dans son trésor pendant plusieurs années, jusqu'à ce que le fils de Pellan, lui aussi paladin, parvienne à le récupérer. 
La grande qualité de ce bouclier est encore améliorée par un sort permanent qui lui confère légèreté et facilité de maniement.

PARAMÈTRES :

Capacités d'équipement :
- Classe d'armure : +3, bonus de +1 contre les projectiles

Nécessite : 10 en Force

Poids : 4
Le Bouclier de Pellan
Ce bouclier a été fabriqué par les meilleurs nains forgerons pour Pellan de Tyr, un paladin célèbre pour son intrépidité et son manque total de bon sens. Ayant entendu dire qu'un dragon rouge ravageait la campagne, Pellan enfourcha son cheval et partit au combat. Le dragon digéra sans problème Pellan et son armure mais le bouclier lui donna de fortes crampes d'estomac. Il le recracha et le conserva dans son trésor pendant plusieurs années, jusqu'à ce que le fils de Pellan, lui aussi paladin, parvienne à le récupérer. 
La grande qualité de ce bouclier est encore améliorée par un sort permanent qui lui confère légèreté et facilité de maniement.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1 contre les projectiles
- Classe d'armure : +3

Poids : 10

Nécessite : 
- Force : 10
CBSBMLTZ
Lance +2
Une des premières armes de l'humanité, dont l'usage remonte aux époques les plus primitives. Les premières lances étaient de simples épieux, de longs bâtons avec une extrémité taillée en pointe. Avec la maîtrise du métal apparurent les pointes de lance en fer et en acier. Arrivés à ce stade, les expériences des fabricants d'armes avec différents types de fers de lance conduisirent au développement de certaines armes d'hast. D'autres tentatives d'amélioration se firent par l'intégration de magie dans les lances. Le chaman de la tribu enchantait les lances pour qu'elles touchent plus souvent et blessent plus gravement leurs adversaires.

PARAMÈTRES :

TAC0 : +2
Dégâts : 1d6+2 (perforant)
Facteur de vitesse : 4
Type de compétence : lance
Type : arme à deux mains
Nécessite : 5 en Force

Poids : 3
Une des premières armes de l'humanité, dont l'usage remonte aux époques les plus primitives. Les premières lances étaient de simples épieux, de longs bâtons avec une extrémité taillée en pointe. Avec la maîtrise du métal apparurent les pointes de lance en fer et en acier. Arrivés à ce stade, les expériences des fabricants d'armes avec différents types de fers de lance conduisirent au développement de certaines armes d'hast. D'autres tentatives d'amélioration se firent par l'intégration de magie dans les lances. Le chaman de la tribu enchantait les lances pour qu'elles touchent plus souvent et blessent plus gravement leurs adversaires.

PARAMÈTRES : 

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Perforant
Facteur de vitesse : 4
Type de compétence : Lance
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
CBSHSOUB
Écu +1
L'écu se porte comme la rondache. Mais contrairement à celle-ci, son poids ne permet pas au combattant de porter autre chose. Pour compenser, ce bouclier est enchanté, et octroie un bonus de +1 à la protection de son porteur.

PARAMÈTRES :

Capacités d'équipement : 
- Classe d'armure : +2

Nécessite : 12 en Force

Poids : 6
L'écu se porte comme la rondache. Mais contrairement à celle-ci, son poids ne permet pas au combattant de porter autre chose. Pour compenser, ce bouclier est enchanté, et octroie un bonus de +1 à la protection de son porteur.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +2

Poids : 6

Nécessite : 
- Force : 12
CBSTFSKL
Staff of Skills
This staff, usable by all classes, can animate skeletal remains.  Each such operation, triggered by the word "Arise!", drains one charge.  Animated skeletons are under control of the wielder of the staff (cf. animate dead spell).  If the staff changes hands, control of the skeletons goes with it.  Skeletons need not be complete, but the skulls must be present, and skeletons lacking the parts of course have their actions and/or their mobility impaired.  Such animation is permanent, lasting until the magic is dispelled or the skeletons destroyed.

Twenty five percent of these staffs staves have a secondary function:  mending broken bones of both living and dead creatures.  This takes one charge, and in a round will reattach a severed limb or digit, or cure lost HP due to wounds.  Limbs or bones not belonging to the recipient may be used; thus a heap of bones can serve as "spare parts" for a guard of skeletons.  Typically, these staves are of ebony topped with an ivory skull, or constructed of a smooth polished skull and a thighbone of giant size.

STATISTICS:

Damage: 1D6 + 2
THAC0:  +2
Special:
  Can summon a skeletons per the Animate Dead spell, draining one charge
  Can cure serious wounds per the clerical spell
Weight: 3
Speed Factor: 1
Proficiency Type: Staff
Type: Two-handed
Requires: 5 Strength
This staff, usable by all classes, can animate skeletal remains.  Each such operation, triggered by the word "Arise!", drains one charge.  Animated skeletons are under control of the wielder of the staff (cf. animate dead spell).  If the staff changes hands, control of the skeletons goes with it.  Skeletons need not be complete, but the skulls must be present, and skeletons lacking the parts of course have their actions and/or their mobility impaired.  Such animation is permanent, lasting until the magic is dispelled or the skeletons destroyed.

Twenty five percent of these staffs staves have a secondary function:  mending broken bones of both living and dead creatures.  This takes one charge, and in a round will reattach a severed limb or digit, or cure lost HP due to wounds.  Limbs or bones not belonging to the recipient may be used; thus a heap of bones can serve as "spare parts" for a guard of skeletons.  Typically, these staves are of ebony topped with an ivory skull, or constructed of a smooth polished skull and a thighbone of giant size.

PARAMÈTRES : 

Capacités de charge : 
- Cure Serious Wounds (32 charges, l'objet est détruit quand toutes les charges sont utilisées)
- Animate Dead (32 charges, l'objet est détruit quand toutes les charges sont utilisées)

Enchantement : +2
TAC0 : +2
Dégâts : 1d6 +2
Type de dégâts : Contondant
Facteur de vitesse : 1
Type de compétence : Bâton
Type : Arme à 2 mains

Poids : 3

Nécessite : 
- Force : 5
CBUHGVAR
Holy Armor of Torm
This exquisitely crafted suit of plate mail has been blessed by Torm and his clergy.  The breastplate is adorned with a relief of Torm's holy symbol and the engraving below the symbol, just above the bottom edge of the breastplate reads "IRNI", a word you are unfamiliar with.

Although the suit is non-magical, it is a holy suit and care must be taken with it.  While worn, it protects the wearer from certain negative energy effects like level-drain as well as conferring similar bonuses as per the Boon of Torm.

STATISTICS:

Armor Class: 3
Weight: 18
Requires: 12 Strength
This exquisitely crafted suit of plate mail has been blessed by Torm and his clergy.  The breastplate is adorned with a relief of Torm's holy symbol and the engraving below the symbol, just above the bottom edge of the breastplate reads "IRNI", a word you are unfamiliar with.

Although the suit is non-magical, it is a holy suit and care must be taken with it.  While worn, it protects the wearer from certain negative energy effects like level-drain as well as conferring similar bonuses as per the Boon of Torm.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +3 contre les armes tranchantes
- Classe d'armure de base : 0
- TAC0 : +1
- Jets de sauvegarde : +1
- Dégâts : +1
- Empêche le porteur de lancer des sorts profanes
- Attaque par round : +1
- Immunité au drain de niveaux
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 18

Nécessite : 
- Force : 12
CBUHGVSD
Holy Sword of Torm
This weapon has been blessed by the almighty Torm.  It confers effects upon the weilder only when unsheathed.  If a successful hit is made upon a demonic creature, that creature is petrified (unless save vs. spells is made).

When unsheathed, the sword will give its weilder a bonus 6th and 7th level priest spell.  It grants a 5% bonus to magic resistance, and awards a +1 to the users Strength ability.

STATISTICS:

Damage:  1D10 + 3
THAC0: +3 bonus
Combat Abilities:
  All demonic creatures, when hit, must save vs. spells at -2 or be petrified
Special Abilities:
  5% magic resistance when equipped
  Bonus 6th, 7th level priest spell when equipped
  +1 Strength when equipped.
Damage type:  slashing
Weight:  10
Speed Factor: 7
Proficiency Type: Two handed sword
Type:  2-handed
Requires: 14 Strength
This weapon has been blessed by the almighty Torm.  It confers effects upon the weilder only when unsheathed.  If a successful hit is made upon a demonic creature, that creature is petrified (unless save vs. spells is made).

When unsheathed, the sword will give its weilder a bonus 6th and 7th level priest spell.  It grants a 5% bonus to magic resistance, and awards a +1 to the users Strength ability.

PARAMÈTRES : 

Capacités d'équipement : 
- Mémorisation d'un sort divin supplémentaire de niveau 7
- Mémorisation d'un sort divin supplémentaire de niveau 6
- Force : +1
- Résistance à la magie : +5 %

Capacités de combat : 
- Pétrifie les démons de manière permanente (jet de sauvegarde à -2 contre les sorts pour éviter)

Enchantement : +3
TAC0 : +3
Dégâts : 1d10 +3
Type de dégâts : Tranchant
Facteur de vitesse : 7
Type de compétence : Épée à deux mains
Type : Arme à 2 mains

Poids : 10

Nécessite : 
- Force : 14