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Magical Rings

Magical Amulets

Magical Wands

Magical Tomes


Magical Rings

Koveras' Ring of Protection: Gives your A.C. a +1 bonus. Location: Sarevok
Ring of Animal Friendliness: Range- 40. Target must make a saving throw vs. wands or be charmed for 10 turns. Location: Cloakwood Forest, 1st screen.
Ring of Clumsiness: Stealth- reduced by 50%, Dexterity- reduced by 50%, 75% spell casting failure. Can only be removed with a 'remove curse' spell. Location: ???
Ring of Energy: Range- 120. Target suffers 2d6 damage (no saving throw). Location: East of Larswood Forest- Wizards of Thay.
Ring of Fire Resistance: Fire resistance increases by 40%. Location: Catacombs underneath Candlekeep
Ring of Folly: Intelligence and Wisdom are set to 3. Infects the wearer with feeble mind. Can only be removed with a 'remove curse' spell. Location: West of High Hedge and Cloakwood Forest, 2nd screen.
Ring of Free Action: The person wearing this ring will not be affected by spells that hold the person immobile such as web or hold person. Location: The Iron Throne in Baldur's Gate.
Ring of Holiness: Grants an extra spell for each level, 1st to 4th. Only usable by Clerics or Druids. Location: Mulahey in the Nashkel Mines.
Ring of Infravision: The wearer gains Infravision up to 120 feet. Location: Nashkel and the Nashkel Carnival
Ring of Invisibility: Wearer becomes invisible until an attack is made. The ring must be taken off and put back on in order to become invisible again. Location: ???
Ring of Protection +1: Gives your A.C. a +1 bonus Location: Beregost and Candlekeep (Chapter 6).
Ring of Protection +2: Gives your A.C. a +2 bonus Location: Middle Section of Baldur's Gate, in the North.
Ring of Wizardry: Doubles the amount of 1st level spells a mage can memorize. Only usable by Mages. Location: Friendly Arms Inn, southern border, and the Seven Suns in Baldur's Gate.


Magical Amulets

Amulet of Meta Spell Influence: Allows wearer to memorize 1 extra second level spell. Location: Middle Section of Baldur's Gate, in the North.
Amulet of Protection: Gives your A.C. a +1 bonus. Location: Nashkel Carnival, Beregost, and Middle Section of Baldur's Gate.
Shield Amulet: Uses a command word and a touch, with each use acting as one charge. The effect duplicates the Shield Spell- A.C. base is set to 4, bonus +2 A.C. vs. missile attacks, duration- 5 rounds. Location: Nashkel Carnival.
Necklace of Missiles: Range- 50, radius-30. Target must make a saving throw vs. spells for half, or suffer 6d6 damage. Location: Nashkel Carnival and the Middle section of Baldur's Gate.


Magical Wands

Wand of Fear: Range- 100, radius- 20. Target must save vs. spells, or they will run away in horror for 15 rounds. Location: High Hedge, Bandit Camp, Cloakwood Mines, and Candlekeep (Chapter 6).
Wand of Fire: 2 abilities- #1: Fireball. Range- 90, 30 radius. Target must make a saving throw vs. wands for half or suffer 6d6 damage. #2: Agannazar's Scorcher. Range- 90. Target must make a saving throw vs. wands for half or suffer 6d6 +6 damage. Location: South of Beregost, North of the Friendly Arm Inn, Dovaeorn, and the Catacombs underneath Candlekeep.
Wand of Frost: Range- 100. Target must make a saving throw vs. wands for half, or suffer 8d6 damage. Location: Nashkel Mines, in the North, and the Cloakwood Mines.
Wand of the Heavens: Range- 120. Target must make a saving throw vs. wands for half, or suffer 8d6 damage. Location: The Iron Throne in Baldur's Gate.
Wand of Lightning: Range- 100. Target must make a saving throw vs. wands for half, or suffer 6d6 damage. Location: The Iron Throne in Baldur's Gate and in the West section of Baldur's Gate. It can also be found in Beregost at the Manor House, on the second level in a desk drawer.
Wand of Magic Missiles: Range- 100. Unerring magic missile inflicts 1d4 +1 damage on a target. Location: Candlekeep Coast, Beregost, Gullykin, and the Seven Suns in Baldur's Gate.
Wand of Monster Summoning: Range- 20. Summons 12 HD of monsters. Duration- 2 turns. Location: Nashkel Mines, cave outside the back door.
Wand of Paralyzation: Range: 60. Target must make a saving throw vs. wands, or be stunned for 10 rounds. Location: The Lighthouse, and the Thieves' Guild, West Section, and Middle Section of Baldur's Gate.
Wand of Polymorphing: Range- 100. Target must save vs. wands or be polymorphed into a squirrel permanently (or until magic is dispelled). Location: The West section of Baldur's Gate, in the middle.
Wand of Sleep: Range-90, radius-20. Target must make a saving throw vs. wands, or sleep for 2 turns. Location: High Hedge.


Magical Tomes

Manual of Constitution : Permanently raises the constitution of the target 1 point. Location: Lighthouse, the NW corner.
Tome of Charisma: Permanently raises the charisma of the target 1 point. Location: Gnoll Stronghold, cave in the SW.
Manual of Dexterity: Permanently raises the dexterity of the target 1 point. Location: A barrel in the Thieves Guild in Baldur's Gate.
Tome of Wisdom: Permanently raises the wisdom of the target 1 point. Location: The Catacombs underneath Candlekeep.
Tome of Intelligence: Permanently raises the intelligence of the target 1 point. Location: Ramazith's Tower in Baldur's Gate.
Manual of Strength: Permanently raises the strength of the target 1 point. Location: The Catacombs underneath Candlekeep.




 



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