ROBES and CLOAKS, etc.








ROBE OF COLD RESISTANCE

Mage Robes of Cold Resistance are a common sight in the Sword Coast region, especially as one travels north towards Neverwinter and the Icewind Dales. Many young mages receive it as a gift from their instructors upon successfully completing their first five years of study. As with other such robes, they can only be worn by those of the wizardly profession.

STATISTICS:

Cold Resistance: +20% bonus
Weight: 3
Only usable by: Mage (single, dual, & multi-class)


ROBE OF ELECTRICAL RESISTANCE

While seen with less frequency than some other Mage Robes, those of Electrical Resistance can hardly be considered a rarity. Some are worn by paranoiacs seeking protection from a ragged mountain storm but many more are worn by mages seeking to protect themselves from the intrigues of others of their kind. As with all such robes, a Mage Robe of Electrical Resistance can only be worn by those of the wizardly profession.

STATISTICS:
Electricity Resistance: +20% bonus
Weight: 3
Only usable by: Mage (single, dual, & multi-class)


ROBE OF FIRE RESISTANCE

Due to the extremely volatile nature of most magics, Mage Robes of Fire Resistance are not uncommon among young acolytes and their wizardly tutors. As with other such robes, they can not be worn except by mages.

STATISTICS:

Fire Resistance: +20% bonus
Weight: 3
Only usable by: Mage (single, dual, & multi-class)


KNAVES ROBE

A favorite among thief-mages, the Knave's Robe has been enchanted to shield its wearer from the blades and poisons of any darkened alley. As with others of its type, however, its use is restricted to students of the arcane.

STATISTICS:

Armor Class: +1 vs. slashing weapons
Save vs. death: +1 bonus
Weight: 4
Only usable by: Mage (single, dual, & multi-class)


ROBE OF THE GOOD ARCHMAGI

This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of good alignment.

STATISTICS:

Armor Class: 5
Magic Resistance: 5%
Saving Throw: +1 bonus
Weight: 6
Only usable by: Mage (single, dual, & multi-class) and Good-aligned characters


ROBE OF THE NEUTRAL ARCHMAGI

This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of neutral alignment.

STATISTICS:

Armor Class: 5
Magic Resistance: 5%
Saving Throw: +1 bonus
Weight: 6
Only usable by: Mage (single, dual, & multi-class) and neutral aligned characters


ROBE OF THE EVIL ARCHMAGI

This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance and saving throws. Due to the nature of its enchantment, it can only be worn by mages of evil alignment.

STATISTICS:

Armor Class: 5
Magic Resistance: 5%
Saving Throw: +1 bonus
Weight: 6
Only usable by: Mage (single, dual, & multi-class) and Evil-aligned characters


TRAVELERS ROBE

This Mage Robe has been perfected for use by any rambling, itinerant mage that travels from town to town. Its enchantments provide protection from the bandit's arrow and from the jealous thief-mage that lies in ambush with his Stinking Cloud. As with other robes of its kind, the Traveller's Robe can only be worn by mages.

STATISTICS:

Armor Class: +1 bonus vs. missile weapons
Saving Throw: +1 bonus vs. breath
Weight: 4
Only usable by: Mages


ADVENTURERS ROBE

This robe has been specially enchanted to meet the eclectic needs of the adventuring mage. Aside from protecting the wearer from various forms of crushing damage, it also provides protection from the basilisk's petrifying gaze and polymorphing powers of rival mages. As with other such robes, the Adventurer's Robe can only be worn by those engaged in the wizardly profession.

STATISTICS:

Armor Class: +1 bonus vs. crushing weapons
Saving Throw: +1 bonus vs. petrification/polymorph
Weight: 4
Only usable by: Mage


ALGERNON'S CLOAK

Algernon's cloak is imbued with magical properties such that the wearer will seem to shine with an inner glow.

STATISTICS:

Charisma: +2 bonus
Special: Charm person or animal
Weight: 3


CLOAK OF BALDURAN

This cloak was reputedly worn by Balduran, the founder of Baldur's Gate. Though it was never used in combat, it provides protection worthy of any great leader.

STATISTICS:

Armor Class: +1 bonus
Saving Throws: +1 bonus
Magic Resistance: 25%


CLOAK OF DISPLACEMENT(TotSC)

The Cloak of Displacement is a magical item that causes subtle shifts in the image of its wearer. It has the power to actually shift an individual's image by as much as six inches in any direction from their actual location. Aside from being an effective defense in combat situations, it has also been the cause of serious eyestrain amongst fellow party members.

STATISTICS:

Armor Class: +4 vs. missle weapons
Saving Throws (death, breath, wand): +2 bonus


CLOAK OF NON DETECTION

'Whispers of Silence'
Reportedly created for a lineage of the greatest burglars ever to walk the night, this cloak was apparently a success. No record exists of previous owners.

STATISTICS:

Special: Non-detectable by magical means such as detect invisibility and scrying.
Weight: 3


CLOAK OF PROTECTION +1

This simple cloak has been imbued with some small magical properties to help protect its wearer. It does so by affecting both saving throws and armor class. It is ideal for mages and others who cannot wear bulkier or more restrictive types of armor.

STATISTICS:

Armor Class: +1 bonus
Saving Throw: +1 bonus
Weight: 3


CLOAK OF PROTECTION +2

'The Spirit's Shield'
This cloak is said to focus the energies of one's spirit into a force that protects him or her. Rumors of a vampire enslaved in the magical item are ever-present, but they are impossible to prove without destroying the cloak.

STATISTICS:

Armor Class: +2 bonus
Saving Throw: +2 bonus
Weight: 3


CLOAK OF THE SHIELD(TotSC)

This cloak projects a sphere of energy that protects the wearer from missile weapons. It also slows melee weapons somewhat.

STATISTICS:

Special: +5 Armor bonus vs. missle weapons
Special: +1 Armor bonus vs. all other weapons
Duration: 1 turn
Number of Charges: Unknown
Weight: 4


CLOAK OF THE WOLF

'Relair's Mistake'
A great amount of irony surrounds the creation of this magical cloak. Relair was a mage who overestimated the amount of control he had over magic, and in the course of creating this garment he apparently inflicted lycanthropy upon himself. The wearer can change form whenever he wishes. Relair was not so lucky.

STATISTICS:

Special: Polymorph into wolf at will
Weight: 3


NYMPH CLOAK

The fabled Nymph Cloak is renowned for its ability to increase the Charisma of even the most surly dwarf. A Cormyrean noble hoping to make her politically convenient marriage more palatable apparently went to great expense to obtain one for herself and another for her husband.

STATISTICS:

Charisma: +2 bonus
Weight: 3
Limited charges


To the Top



BOOTS



BOOTS OF AVOIDANCE

'Senses of the Cat'
The magic of these boots was specifically designed to detect incoming missiles and aid the wearer in avoiding them. They were originally commissioned by the instructor of an archery academy, who had tired of suffering "accidents" at the hands of his inexperienced students.

STATISTICS:

Armor Class bonus: +5 vs. missile weapons
Weight: 4


BOOTS OF GROUNDING

'Talos' Gift'
Untold years ago, the Fortress of the Starspire Peninsula was placed under the direct torment of Talos when a favored Stormherald was murdered there. Talos promised the destruction of the city by earthquakes, its isolation by tidal waves, and the death of its citizens by storms. One pair of these boots was bestowed to ensure that none but a single man would survive to tell the story of his wrath. Later, travelers seeking fortune in the ruined city came upon an aged man, maddened by the continuous destruction around him; the boots he wore would carry to many a distant land the legend of a city consumed by a god's rage.

STATISTICS:

Electricity resistance: +50%
Weight: 4


BOOTS OF SPEED

'The Paws of the Cheetah'
These enchanted boots were once the property of a deadly assassin fond of chasing down his prey. He moved with such speed that his targets often didn't have the opportunity to respond, even on horseback. Over time the assassin's fame spread, and though his name was never known, all knew to fear the words last heard by his victims: "you can hide, but you cannot run!"


BOOTS OF STEALTH

'Worn Whispers'
In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillfull were they, that no nook or cranny escaped their eyes and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again.

STATISTICS:

Stealth bonus: +35%
Weight: 4
Not usable by:
Fighter
Cleric
Mage
Druid


BOOTS OF THE NORTH

'The Frost's Embrace'
Stranded by his company for a sack of gold, Daviol the Frozen was left for dead in the midst of the Great Glacier. His dying curse echoed across the barren wastelands to the ear of Auril, Goddess of Winter. She smiled upon him, and his bare body was protected and preserved by his newly enchanted boots of the north. With them he crossed the ice land in pursuit of his would be murderers. Driven by rage, Daviol took his revenge upon his previous friends as they warmed themselves in a tavern of the closest city. After his thirst for blood was quenched, he continued to travel the frozen land, never to be seen again.

STATISTICS:

Cold resistance: +50%
Weight: 4


To the Top



BRACERS



BRACERS OF ARCHERY

'The Dale's Protector'
During a dangerous meeting with a rival ruler, the King of the Great Dale requested the protection of his best archers in addition to his usual guard. The archers, each equipped with an enchanted bow and bracers, hid within range of the gathering. As predicted, enemy troops attempted to seize the King and force their will over his rule, but none had anticipated the amazing accuracy and lethality of the hidden archers. The King was able to escape unharmed; in fact, none of the ambush members even lived to approach him.

STATISTICS:

THACO: +2 (missle weapons only)
Weight: 2
Not usable by:
Druid
Mage
Cleric


BRACERS OF BINDING

The bracers appear to be Bracers of Specialization but when donned, bind the wearers wrists together, making it quite difficult to wield a weapon or cast a spell. These bracers are sometimes offered as rewards for services rendered by the Drow. The recipient, believing them to be very powerful, will often don them before examining them. At this point, the drow find it amusing to conjure a hook horror.

STATISTICS:

Special: Casting failure 75%
THACO: +5 penalty
Damage: -5 penalty


GAUNTLETS OF DEXTERITY

'The Brawling Hands'
This pair of gauntlets was likely developed in Kara-Tur to aid masters of the martial arts. Legends speak of such masters from the Far East bringing these items with them on their journeys, though details remain sketchy.

STATISTICS:

Dexterity: set to 18
Weight: 2


GAUNTLETS OF FUMBLING

'Elander's Gloves of Misplacement'
With mischief in mind, the impetuous Elander set out to craft these cursed gauntlets to best a rival. It turns out his malice got the best of him, when he mistook these gloves for another pair.

STATISTICS:

THACO: -10 penalty
Dexterity: -2 penalty
Weight: 2
Special: Can only be removed by a 'remove curse' spell


GAUNTLETS OF OGRE POWER

'Hands of Takkok'
The Hands of Takkok are exactly that; his very hands. He lost them when he attacked a strange man crossing the Spine of the World. The mysterious man turned out to be a mage of incredible power, and he used Takkok's hands to create this pair of ogre skin gauntlets.

STATISTICS:

Strength: set to 18/00
Weight: 2
Not usable by:
Thief


GAUNTLETS OF WEAPON EXPERTISE

'Legacy of the Masters'
Highly sought after among novice warriors, these items were once the property of the royal family of Threskel. Imparting a portion of the prince's legendary skill, these gauntlets grant the bearer mastery over all forms of melee weapons. The majority of their many previous owners seem to have come to bloody ends though; the gloves grant the ability of experience, but not the wisdom.

STATISTICS:

THACO: +1 bonus
Damage: +2 bonus
Weight: 1


GAUNTLETS OF WEAPON SKILL

'Xarrnous' Second Sword Arm'
Perhaps the most well known owner of these gauntlets was a mercenary, named Xarrnous. He specialized in smuggling, and frequently loaned these gauntlets to clients if they were to travel with him. In his eyes, an extra sword arm was always handy.

STATISTICS:

THACO: +1 bonus
Weight: 2


To the Top

ARMOR

RINGS, AMULETS, etc.

WEAPONS

Magical Items main page

Back to Front Page