One time use
powerful weapons, fired from a bow. Most Magic Arrows have an area of
effect, like a wooshing nova or dark cloud or fiery blast from the
point of impact. Making a Hazard save can let you avoid some or all
of the negative effects. Use a Hazard save if using traditional ASU
triple class system, or use a new 'Bombardment' save if using the
“advanced” classes.
Where do Magic Arrows come from?
Archers make them.
I prefer my fantasy settings to be less Wizard and magic user
focused, so it is the best and most mystic archers themselves who
make the arrows. Some probably form naturally or are made by Gods and
Spirits.
After all, the
only difference between a hunter creating a special boar-hunting
arrow out of the tusk-tip of the biggest hog he's killed and another
rolling a half-forgotten dream in morning dew and tying it together
with cobwebs to create a sleep arrow is the level and magic bonus of
the characters.
12
Magic Arrows
[1] Night-Sky Blanket
Arrow
Firing
this arrow up into the sky during the day creates a 'seam' the flows
horizontally from the arrow, creating a 'blanket' of night over the
daylight. The blanket stays up in the air and then slowly fades away
over 6 combat rounds. Creatures of the daylight will have penalties
for seeing while fighting under the blanket, despite the bright
surroundings just a short ways away. Any competent archer can fire
the arrow hard and high enough to cover an entire field or city
block. Expert archers could stretch it across a whole city or valley,
drenching it in unnatural darkness.
[2]
Honey-Hive Arrow
Bright
orange arrow with honey-comb head. Conjures a swarm of bees where it
lands, dealing 1d4 damage per turn against all thin skinned opponents
nearby. If the arrow hits a target directly, the swarm targets them
first. If the arrow's damage on hit kills the target, their corpse
bleeds 1d4 honey rations.
[3]
Volley Arrow
This arrow splits
magically into dozens of other arrows, and flies in a great cloud.
Roll 3 attacks per enemy within a cone, and roll normal damage for
each attack that hits.
[4]
Shrapnel Arrow
This arrow deals
normal damage, then fires forth a cloud of sharp projectiles in the
opposite direction of the angle the arrow hit. Deals 2d6 to those
directly next to the arrow blast, and 1d6 for those farther away. Add
+1d6 to damage if an enclosed space like a room or hallway. Skilled
marksmen can angle the arrows to fire their shrapnel around corners.
[5]
Conflagration Arrow
Creates a liquid
explosive that fills in space of pure flame. Deals 2d6 fire damage to
all within a small area, if not indoors the range is incredibly
small.
[6]
Icicle Arrow
Ice arrows that
melts after hitting an enemy. Deals +2 ice damage and leaves no
evidence. If used during a winter storm add +2 to hit. Chills
enemies, dropping their initiative by -1.
[7]
Knockback Arrow
Has a round cube
arrow head made of some kind of stone. When it hits enemies, knocks
them back ft equal to damage, and can sometimes shatter heavy armor
open.
[8]
Pinning Arrow
Solid metallic
arrow of light material and wicked sharp point. Penetrates straight
through things and pins them to walls, floors, objects, etc. Requires
a save to pull it out or break free.
[9]
Vine Arrow
Arrow made of a
tangled up thorny vine. Upon hit creates entangling roots that seek
and curl up around all nearby living creatures and objects, dealing
1d4 damage each turn people move through it.
[10]
Glowing Arrow
Arrowhead
is replaced by a glowing mushroom head or a small jar filled with
firebugs. Upon impact, illuminates and 'spotlights' enemies nearby. This negates darkness penalties to ranged attacks and 'highlights' invisible enemies, making them easy to spot.
[11]
Lightning Arrow
Powerful arrow
that transforms into a lightning bolt as soon as it is loosed.
Travels to the target almost instantly, granting +1 to hit, and deals 1d12
lightning damage.
[12]
Seeker Arrow
On a
miss, this arrow curves around to seek the target again, or at the
request of the shooter. Marksmen can control a “swarm” of these
arrows to suddenly attack one target all at once; number of arrows they can control at once in a swarm is equal to their
level.
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