@20 = ~Crimson Cry~
@21 = ~This ring is of a deep, intensely crimson hue. It is warm to the touch and feels slightly soft and sticky as if it were made of resin. Holding it makes you a bit uncomfortable.

STATISTICS:

Equipped abilities:
– Wearer is under the effect of wild magic
– Hit Points: +15
– THAC0: +1

Weight: 0
~

@22 = ~Warm Hand~
@23 = ~This magic mace is extremely warm to the touch. The head of the weapon is molded into the shape of a hand and when you use your own hand to grasp it, it clasps you in a firm grip until you let go. It provides some protection, but because of the nature of the enchantment, it is somewhat difficult to maneuver in battle. At the worst of times, it could be seen as a hindrance just as readily as a help.

STATISTICS:

Equipped abilities:
– Charisma: +2
– Immunity to disease
– Armor Class: +4 vs. missiles
– Saving Throw vs. Death: -3

THAC0: +4
Damage: 1d6+2
Damage type: Crushing
Speed Factor: 6
Proficiency Type: Mace
Type: One-handed
Requires:
10 Strength

Weight: 8
~

@24 = ~Rakshasa's Breath~
@25 = ~This magic sword is a blessed weapon that was used by many warriors and paladins to protect their people from cruel monsters: rakshasas. Many say that the sword was named by the first warrior who used it, just after the first rakshasa stabbed with the blade took his shallow and very last breath, and died.
The grip of the sword seems to have delicate markings.

STATISTICS:

Equipped abilities:
– Magic resistance: +5%

THAC0: +3, additional +2 vs. rakshasas
Damage: 1d8+3
Damage type: Slashing
Speed Factor: 5
Proficiency Type: Long Sword
Type: One-handed
Requires:
11 Strength
Weight: 12
~

@26 = ~Composite Long Bow of Softness~
@27 = ~Composite bows are longbows or shortbows whose staves are made from more than one type of material. This provides greater flexibility and thus better range. Composite bows were invented after the regular longbow. This magical bow requires a strength of 18 to wield.
The bow isn't only a fair weapon, but also a splendid defense against creatures that can change flesh to stone.

STATISTICS:

Equipped abilities:
– Immunity to petrification

THAC0: +2
Damage: +1 (missile)
Speed Factor: 6
Proficiency Type: Longbow
Type: 2-handed
Requires:
18 Strength
Weight: 9~

@28 = ~Miracle~
@29 = ~This magical harp does not seem to be very solid, but it makes the bard look more decent and enhances his or her magical skills.
It is said that this particular harp was used by a bard named Fonic Aldabario, a skilled Harper who died in a battle against the Zhentarim.

STATISTICS:

Equipped abilities:
– Caster level: +2 (only arcane spells)
– Charisma: +1

Note: The item is used as a shield

Weight: 1
~

@30 = ~Heart of the Sanctuary~
@31 = ~This magical ioun stone was kept in the Sanctuary of The Incomplete, a necromancer you were sent to find. It seems that this particular item gave warmth to the chambers. When you hold it, it seems to pulse with energy.

STATISTICS:

Equipped abilities:
– Lore: +25

Charge abilities:
– 25% chance per use that the user will benefit from magical rest that may restore used spells and abilities. It will also make the user feel well-rested.

Weight: 1
~

@32 = ~Bird in a cage~
@33 = ~This bird seems to observe everything around it. It looks smart, but also a bit confused and chaotic. The colors of its feathers are bright and vivid.

Weight: 2
~

@34 = ~"Insomnia" perfume~
@35 = ~It is said that "Insomnia" was created by two Sunites--Aliya Jabberfox and Sybilla Gariah--who wished to find a way to escape Waterdeep without getting into trouble... But trouble always found them.
This mixture of scents and oils lets the user gain control over a target for a certain amount of time. Usually, the moment is long enough to allow the user to find their way out of trouble.

STATISTICS:

Charge abilities:
– May cast Charm (10 charges)

Weight: 1~

@36 = ~Scroll of Voiceless Sparrow~
@37 = ~This unusual scroll has been given to you by a strange man whom you supposedly met some time ago. He mentioned that he looked different at the time.

STATISTICS:

Charge abilities:
– Lore: +5 (permanent)

Weight: 1
~

@38 = ~Figurine of Sune~
@39 = ~This is a small figurine of Sune you found in the slums of Athkatla. It doesn't seem to be magical, but it may be of value to those who serve Lady Firehair.

STATISTICS:

Weight: 1
~

@40 = ~Elephant Figurine~
@41 = ~Although this figurine seems to be a normal object, it contains magic that can provide the user with some protection. It can harden their skin so that it resists attacks made with different kinds of weapons.

STATISTICS:

Charge abilities:
– May cast Elephant Skin
Special: Slows the user down, but also provides 65% resistance to all physical attacks
Duration: 30 seconds

Weight: 1
~

@42 = ~Earrings of the Noon~
@43 = ~This is a set of shiny magical earrings, often used by those who fight with all types of undead. They are said to provide the user with abilities that may greatly aid them in battles with skeletons, zombies, ghouls, ghasts, or even powerful creatures like vampires and liches.
The earrings seem to be made of gold, with very small markings. One of the markings looks like the symbol of Amaunator.

STATISTICS:

Equipped abilities:
– THAC0: +4 vs. undead
– Protection from Maze (does not protect from Imprisonment)

Charge abilities:
– User may cast Cure Poison, 2 charges (item does not vanish after all charges are used)

Weight: 0~

@44 = ~Feather of Five Seconds~
@45 = ~Strange as it is, someone once decided to enchant this black feather. When eaten, it makes the user move between the strings of time.

The feather is pitch black and reflects light.

STATISTICS:

Charge abilities:
– Time Stop for 5 seconds (user is immune to the effect)

Weight: 0
~

@46 = ~Coral Rose~
@47 = ~Coral Rose is a powerful weapon created by the Sunites of Icewind Dale. As a minority among barbarians and worshipers of Tempus and other fierce deities, they decided to "create a symbol of softness under the harsh frosty skies and peaks." Legends say that it took a dozen nights and days to enchant this weapon.

The mace is made of cold steel of a light shade, with some warmer, coral parts. Even though some might think the coral parts should be more fragile, these are the strongest parts of the mace.

STATISTICS:

Equipped abilities:
– Charisma: +2
– Immunity to backstab

Combat abilities:
– 5% chance of draining 5% of the victim's Magic Resistance for 30 seconds

THAC0: +4
Damage: 1d6+4
Damage type: Crushing
Speed Factor: 6
Proficiency Type: Mace
Type: One-handed
Requires:
10 Strength
Weight: 8
~

@48 = ~Greenworm~
@49 = ~Although this rod may be used by almost everyone, it will be the most effective in the hands of a mage.
It seems to be made of warm, black material, marked with greenish paint. It's hard to say anything else about it; even merchants seem slightly confused with this weapon.

STATISTICS:

Equipped abilities:
– Vocalize
– Protection from wild magic: +25%

Combat abilities:
– Each hit has a 20% chance of pushing the target away from the user

THAC0: +2
Damage: 1d6+2
Damage Type: Crushing
Speed Factor: 2
Proficiency Type: Quarterstaff 
Type: One-handed
Requires:
4 Strength
Weight: 4
~

@50 = ~Hammer of the Fallen Sun~
@51 = ~This light hammer is made of solid metal, with a well-shaped and warm grip. It isn't of impressive size, but even so, it may deal significant damage. It is said that this weapon was created by a small group of dwarves who praised Amaunator and Lathander.
On the weapon's head, you can see a marking of the sun. Some say that the mark itself isn't magical, but it serves to remind warriors about the power of the sun and the related deities.


STATISTICS:

Combat abilities:
– 35% chance per hit of blinding the target
– 10% chance per hit of restoring a cleric spell of 6th level or lower

THAC0: +4, +1 vs. those who intend to hurt the user
Damage: 1d4+4
Damage type: Crushing
Speed Factor: 2
Proficiency Type: War Hammer
Type: One-handed
Requires:
9 Strength
Weight: 5
~

@52 = ~Chaosweb~
@53 = ~This katana was made with the help of the wild and strange magic of the distant East. With every hit, there is a chance that the katana will cut reality and let chaos bathe every creature in unpredictable magic.

Because of the bizarre nature of this blade, only true daredevils decide to use it. Some of them died a painful death.

STATISTICS:

Equipped abilities:
– Regenerates 1 hit point every 8 seconds

Combat abilities:
– 5% chance per hit of casting Chaos Field and providing 50% Magic Resistance to the user

THAC0: +3
Damage: 1d10+3
Damage type: Slashing
Speed Factor: 2
Proficiency Type: Katana
Type: One-handed
Requires:
6 Strength

Weight: 4
~

@54 = ~Ilthasthia~
@55 = ~This plate is different from other plate mails used in Amn. It is much lighter, and even though it's made of metal, it doesn't seem to restrain any moves. Moreover, it is much more comfortable to wear.

Because of its unique features, this plate armor may be used by anyone, even mages and thieves, but they will still suffer a penalty for using it. However, thanks to glyphs on the plate, thieves may become better at spotting illusion spells.

STATISTICS:

Equipped abilities:
– Detect Illusion: +35%
– Immunity to level drain
– Spellcasting speed penalty: 2
– Stealth: -25%
- Hide in Shadows: -25%

Armor Class: 2

Requires:
12 Strength

Weight: 10
~

