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Alicorn lance
Alicorn lance was an evocation spell in which the priest could fire a unicorn's horn, called an alicorn, at a foe. It was granted by Lurue, the Unicorn Queen. The spell created a silver -
Dragon
This article is about the creature. For the magazine, see Dragon (magazine). For the coin, see Dragon (coin). Dragons (or wyrms ) were very powerful and magical creatures. There were several types of dragons, the most -
Icewind Dale II
Icewind Dale II is the sequel to Icewind Dale. It is set around 30 years after the events of the original game. Its plot revolves around a goblin uprising in the North, known as the -
Aumvor
Aumvor the Undying was an ancient Netherese lich, infamous since Netheril's Age of Discovery for his unmatched mastery over necromancy. He was named "the Undying" because, instead of seeking lichdom, he lived for centuries -
Icewind Dale: Heart of Winter
Icewind Dale: Heart of Winter was the expansion pack for the year 2000 game Icewind Dale. The expansion to Icewind Dale involves stopping the white dragon Icasaracht from causing the possessed barbarian chieftain, Wylfdene to -
Uni
Uni the Unicorn, was a former companion of Presto (who later became an apprentice of Elminster ), and friend of Bobby. Uni was a small unicorn who would sometimes prove useful to her allies. -
Koriel
Koriel was the deity of ki-rin. Koriel was a roaming power that traveled at insanely quick speeds. In his avatar form, he appeared as a 16‑foot-long (4.9‑meter) ki-rin with -
Dragon magazine 190
Dragon issue 190, What lurks beneath the waves?, was released in February of 1993. It contained the following articles related to the Forgotten Realms: Fantasy adventures on the ocean floor, includes stats for creatures that -
Bluelight
Bluelight was a personal cantrip that apprentice wizards could learn. It created a sphere of light that softly illuminated the immediate surroundings. When cast, this cantrip created a 3‑inch (7.6‑centimeter) diameter sphere -
Dagger of doomwarding
A dagger of doomwarding was a+1 dagger that allowed the wielder to re-attempt any action they took. Upon enchantment, the dagger was imbued with seven charges that could be spent at-will by