Magical Items And Treasure; Magical Weapons; Magical Armor; Potions And Oils - Black Isle ICEWIND DALE 2 Manual

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Your party will come across a wealth of gold during their adventures, but there will be other treasures that
your characters will not want to sell or give away, most notably magic items. Magical items are powerful aids.
With them, characters can gain bonuses in combat, cast spells with a mere word, withstand the fiercest fire,
and perform feats impossible by any other means. Not all magical items are beneficial, however. Some are
cursed, the result of faulty construction or the deliberate handiwork of an evil or vengeful wizard.
Unidentified magical items are tinted blue; items that cannot be used by the current character are tinted red.
Items that can be used with the Use Magic Device special ability are tinted yellow.
Magical Weapons: There can be a magical version of nearly any type of normal weapon. By far the most
common magical weapons are swords and daggers. A magical weapon typically gives a +1 or greater bonus,
increasing a character's chance to hit and damage. Whether they are simply quicker on the attack, or sharper
than normal steel, magical weapons give results far beyond those of the finest-crafted non-magical blade. A
rare few weapons have even greater powers.
When you find a magical weapon, more than likely you will not know its properties. These properties must be
learned through research and spells. Identify spells and characters' lore abilities can provide information
about a weapon's properties.
Magical Armor: Enchanted armor complements magical weapons. Magic armor has a +1 or better bonus
to its normal Armor Class, being made stronger and finer than non-magical armor. Although such armor is
generally finely made and elaborately engraved, characters can discover the armor's powers only by the same
methods they use to discover the powers of magical weapons.
Potions and Oils: Magical potions and oils are easily found but hard to identify. They come in small bot-
tles, jugs, pots, or vials and clearly radiate magic. The basic function of a potion may be apparent, but
whether it is truly beneficial or not is only evident when consumed. Results can vary - the imbiber may dis-
cover he can resist great heat or cold, heal grievous wounds, or fearlessly face the greatest dangers. He may
also find himself struck dead by a powerful poison.
Scrolls: Scrolls are a convenience and luxury for spell casters. By reading the incantation written on the
pages, the cleric or wizard can instantly cast that spell without the need to memorize it. Some scrolls are
usable by all characters, granting special but temporary protections from various dangers - evil creatures,
lycanthropes, extraplanar creatures, etc. Other scrolls bear hideous curses, brought into effect at the time of
their use. The only way to know what a scroll contains is to identify its contents. Wizards (but not sorcerers)
can also use wizard scrolls to inscribe spells into their spellbooks. This option appears on the item's informa-
tion page.
Rings: Magical rings are usable by many different classes and can bestow a wide range of powers. As with all
magical items, some rings can harm your character. Cursed rings can be removed only with the aid of spells.
Wands, Staves, and Rods: These are among the most powerful of magical items. Wands are commonly
used by wizards, allowing them to cast powerful spells with the flick of a wrist. Staves can be used by either a
wizard or a cleric. Staves can be truly destructive, dwarfing even the potential of a wand. Rods are the rarest
of all, the accoutrements of witch-kings and great lords. Wands, staves, and rods are not limitless in their
power, however; each use drains them slightly until they are powerless.
Miscellaneous Magic: Miscellaneous magical items are where the true variety of magical treasures lies.
Each item possesses some unique power. There are girdles that grant great strength, caps to make your char-
acter smarter, rare tomes that increase ability scores, and much, much more.
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