Here, as promised, are the item descriptions that would have been used had Bioware not been restricted by a word count limit.
Shakti Figurine
There is strong evidence this item was fashioned by a powerful Wu Jen in the mysterious lands to the East of Faerun, as the figurine is an intricately detailed replica of a fierce Kara Tur warrior in full battle dress.
When invoked this statuette causes an amazing metamorphosis in the user, temporarily transforming them into a savage blue armored gladiator wielding a shortsword in each hand.
Whether this wondrous figurine allows the user to channel the spirit of a legendary warrior, or whether it simply unleashes the instinctual primal fury found deep within the possessor's own psyche is unclear.
Statistics:
Usable once per day
Duration: 4 rounds
Set AC to -5
Hastes user
Attack twice per round with a +4 shortsword as if possessing 2 proficiency slots in shortsword
Not usable by:
Fighters
Foebane +5
The Archmage Demron crafted this magical bastard sword for the Elven hero Fflar, Captain of Myth Drannor. The most powerful of six such enchanted blades Demron fashioned, Foebane can drain the very essence of life from its opponents with every blow, and bestow that life energy on the wielder. There are those who believe soul stealing capability has cursed the blade, for though fashioned as a weapon of right and justice, Foebane's dark history is one of murder and death.
Demron's own blood christened the blade, as a would be thief used the newly fashioned sword to bring about the Archmage's untimely death ? though the thief did not survive the encounter, either. In the aftermath of Demron's murder, Foebane was recovered and presented to the hero Fflar to use in the defense of Myth Drannor, greatest of the Elven cities.
Yet even the power of Foebane was not enough to withstand the dark hordes which overran Myth Drannor. When the elven city fell, Captain Fflar met a grisly, gruesome end and the sword itself was lost beneath the rubble of the once great metropolis.
Legend holds that Foebane's considerable powers are further augmented when the sword is reunited with the enchanted Scabbard of Fflar, its original owner.
STATISTICS:
Special Abilities: +1 bonus to all saving throws when equipped
Combat Abilities: Each successful hit casts Larloch's Minor Drain on the target (no save)
THACO: +5 bonus
Damage: 2D4 + 5, +6 damage vs. undead, shapeshifters, and all extra-planar beings (demons, planetars, etc.)
Damage type: slashing
Weight: 5
Speed Factor: 3
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Ixil's Spike +6
Shortly after the Time of Troubles began the nomadic bandit tribes of the Calimshan desert were united under a single leader; a cruel and brutal giant of a man, the warlord Ixil Xaxsha. From their outposts in the forbidding desert waste, the nomads raided merchant caravans and terrorized travelers who dared journey over the road from Calimport to Myratma.
Rumors and legends quickly spread about the invincible Ixil, who rode at the head of every raiding party brandishing his infamous magical spear. Some believe he was not truly a man, but a demon in human form, drawn to Faerun by the chaos and confusion of the Time of Troubles.
Ixil's own sadism and savagery did little to quell these allegations. During battle the head of Ixil's Spike, his mighty spear, would detach to pin opponents to the ground even as a new head magically reformed on the end of the spear. Often in the thick of combat, Ixil would pause to savor the helpless struggles of an enemy impaled by the point of his spear... seeming to delight in the writhing agony of his enemy.
The warlord was finally defeated when he was lured into attacking a contingent of powerful priests and knights from the Order of the Radiant Heart, posing as simple pilgrims. Witnesses to the battle claim Ixil was not slain, but was in fact banished to some hellish outer plane by the holy magic of the Order.
Though Ixil's body was never found, Ixil's Spike ? his fearsome spear and the symbol of his power ? was recovered. In an effort to utterly destroy the artifact, it was shattered into several pieces, which were scattered about the Southlands.
STATISTICS:
Equipped Abilities: Permanent Free Action
Combat Abilities: With each successful hit opponent must save or be pinned for 3 rounds, taking an additional 1D6+5 damage each round.
THAC0: + 6 bonus
Damage: 1D6 + 6
Damage type: piercing
Weight: 5
Speed Factor: 2
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief
Club of Detonation +5
Amnish fable tells the tale of Nysrogh, a powerful denizen of the lower planes unleashed upon Amn by a careless sorceress named Unileth.
Completely immune to any and all weapons used against him, Nysrogh rampaged throughout Amn, and Unileth took it upon herself to end the threat she had unleashed. Using her knowledge of the demon's weaknesses, she constructed a great club to defeat Nysrogh, and gave it to a brave but anonymous knight to be her champion.
Unileth's champion issued a challenge to Nysrogh, which the demon readily accepted, confident it could not be harmed by any weaponry known to the Realms. On the field of battle they met and beneath the fierce gaze of Nysrogh, Unileth's champion promptly dropped his weapon and fled in terror.
Nysrogh reached out to claim the champion's discarded club as a symbol of his victory. But as the demon's clawed hand touched the surface of the club he unleashed a spell of imprisonment, for which he was completely unprepared. Unileth's trap had worked, and the demon that could not be harmed by any weapon was forever trapped inside the magic club.
The crude wooden club still burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath manages to escape in a fiery blast.
STATISTICS:
Combat Abilities:
30% chance target will take an additional 15 points of fire damage with each successful attack
5% chance a fireball will automatically detonate with each successful attack save)
THAC0: +5 bonus
Damage: 1D6 + 5, +5 fire damage
Damage type: crushing
Weight: 1
Speed Factor: 4
Proficiency Type: Club
Type: 1-handed
Requires: 5 strength
Not Usable By:
Mage
Quiver of Plenty
One often repeated, though never substantiated, legend holds that the quiver was once given as a gift to Duke Orin Gastlecate. Orin cared little for politics and the day to day duties of his fiefdom, and would often vanish for weeks at a time into the thick forests that covered much of his land where he would live the life of a solitary hunter.
But try as he might, Orin was never able to learn the fine art of fletching and eventually he would be forced to return to his castle when his arrows ran out. And each time he returned, he would be inundated with the various nobles and merchants and their petty problems which demanded his attention.
If the stories can be believed, Orin was eventually approached by an unscrupulous merchant who offered him a gift in exchange for the title to all the lands Orin ruled over ? a quiver that would produce an infinite amount of magical arrows. Orin quickly agreed to the deal, figuring his problems were forever solved.
Of course the merchant quickly established himself as a cruel and insufferable tyrant, and within a month Orin's subjects had deposed their new ruler, dragged Orin from his beloved forest and imprisoned him in his own castle ? forcing him to be their lord once more. To insure he never escaped to the woods again Orin's precious quiver was forever hidden away, and mere mention of it became an offense punishable by death.
STATISTICS:
Unlimited +1 Arrows
Storm Star +5
This magical weapon is of ancient design, which scholars have linked to Netheril itself. Though such electrum plated maces as Storm Star are usually found in the North, there are whispered rumors of this particularly powerful specimen being lost in the Southern reaches of the Realms.
Storm Star's already formidable abilities have been further enhanced by the addition of the otherworldly Starfall Ore. This strange material comes from the core of a meteorite, which fell from the heavens. The malleable ore is surprisingly strong, and radiates an inner heat. Any item forged from the alien matter would undoubtedly possess mysterious and unearthly properties.
Despite its massive size, Storm Star is surprisingly light, making it particularly easy to wield in combat. It crackles with spectacular, though harmless, arcs of lightning when wielded ? a visible manifestation of the powerful electrical enchantments infused within the weapon's head.
STATISTICS:
Equipped Abilities: +20% to electrical resistance
Combat Abilities: 5% chance of casting chain lightning on target with each successful attack
THACO: +5 bonus
Damage: 1D6 + 6, +1D6 electrical damage
Damage type: crushing
Weight: 4
Speed Factor: 2
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Mage
Thief
Darksteel Shield +4
The dwarven clan of Clangeddin were famous for their work in darksteel, a material not to be found anywhere but within the Clangeddin clan homes within the Marching Mountains. In their efforts to find more and more darksteel, the Clangeddin delved ever deeper into the bowels of the earth.
It was on one such expedition that the seven sons of Argeld Heavyhand, the Clangeddin leader, were lost. The only survivor from the ill-fated expedition was Glimred Heavyhand, youngest son of Argeld. The lad returned with tales of drow and illithid and other darker, nameless horrors the like of which had never before been seen.
Desperate as he was to avenge his sons, Argeld could not send more of his people down into the depths of the mountain to face such horrors. Glimred himself, however, could not be dissuaded. To aid Glimred in his quest for vengeance, the dwarven smiths set about constructing the Darksteel Shield, a heavily enchanted shield that provides more protection than most suits of armor.
But Glimred was impatient, his lust for vengeance could not be deferred, and he disappeared into the bowels of the Marching Mountains before the work was completed, never to be seen again. The disappearance and presumed death of his sole surviving son proved too much for Argeld, who died from the grief of a broken heart.
With their leader dead and their hero Glimred gone, the dwarves knew it was only a matter of time before their clan was overrun by their Underdark enemies. Before dispersing across the face of Faerun, the clan sold the shield to the highest bidder - though the dwarven smiths to this day have refused to divulge the mysterious buyer's identity.
STATISTICS:
Abilities: +10% resistance to fire, cold, acid and poison
Armor Class Bonus: 5
Weight: 8
Requires: 15 Strength
Not Usable By:
Bard
Druid
Mage
Thief