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Additional documents can be found by visiting @Fantasy @Fantasy - Journal of Fantasy Adventure Role-Playing http://www.proaxis.com/~osmosis/fantasy/ Ed Lazor, Webmaster --------------------------------------------------------------------------- Rael's Arrow Spells --------------------------------------------------------------------------- Spells by Brjann Jonasson Please do not remove the author's name from this file or print or store the spells anywhere without it. --------------------------------------------------------------------------- Rael's Armorpiercing Arrow Level: 1 School: Alteration, Enchantment/Charm Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 turn Area of 1 arrow / 3 levels of effect: caster Saving throw: None Description: This spell enchants one arrow per 3 levels of caster (2 at 3rd level, 3 at 6th level, 4 at 9th level etc.). The arrows affected totally ignore all physical armor. A person in chainmail is thus AC 10 instead of 5, and a knight in platemail +2 with DEX 15 is AC 7. The arrows also ignore Armor (W1) spells, and similar spells of level 1 or 2. The material component is at least 5 gp worth of diamond dust per arrow and the arrows to be affected, which must be of the armor piercing sort. --------------------------------------------------------------------------- Rael's Charming Arrow Level: 1 School: Enchantment/Charm Range: Touch Components: V,S,M Duration: 1 hour / level, special Casting time: 1 round Area of 1 arrow, 1 creature effect: Saving throw: Negates Description: This spell transforms a normal arrow into a magical one. If the arrow hits, it does no damage, but the target must save vs. spells or be charmed as per Charm Person (W1). The material component is the arrow to be affected. If it is sprinkled with the dust of a powdered, charming beholder's eye the target gets a -4 penalty to save and -20% to magic resistance (if the creature has magic resistance). --------------------------------------------------------------------------- Rael's Cover Level: 1 School: Alteration, Evocation Range: 5 yards / level Components: V,S Duration: 1 turn / level Casting time: 1 Area of effect: Special Saving throw: None Description: When this spell is cast, the caster creates a cover for himself and one person per 3 levels (that is, 1 person at 3rd level, 2 at 6th level etc.). The cover can be soft or hard, depending on the level of the caster, see table below: Level: Type: % cover AC Modifier: 1 Soft 25% -1 2 Soft 50% -2 Hard 25% -2 3 Soft 75% -3 4 Soft 90% -4 Hard 50% -4 5 Hard 75% -7 6 Hard 90% -9 This Spell is usually cast to protect one archer (or many at higher levels) from hostile missile fire. The soft cover created will take the form of a clump of bushes (type determined by caster or nearest shrubbery if not specified). The hard cover created will take the form of a cluster of boulders (type determined by caster or nearest rock if not specified). --------------------------------------------------------------------------- Rael's Disintegrating Arrow Level: 1 School: Alteration Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 Area of effect: 1 arrow / 3 levels Saving throw: None Description: This spell enchants one arrow per 3 levels of caster (2 at 3rd level, 3 at 6th etc). The arrow does not change when the spell is cast, but ten seconds after hitting a solid target, the arrow is disintegrated, leaving only a pinch of dust, hardly visible to the naked eye. The material component are the arrows to be affected and a bit of the fine dust that remains after a normal arrow gets disintegrated by the Disintegrating spell (W6). --------------------------------------------------------------------------- Rael's Enlarging Arrow Level: 1 School: Alteration Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 Area of effect: 1 arrow / 3 levels Saving throw: None Description: This spell enchants one arrow per 3 levels of caster (2 at 3rd level, 3 at 6th etc). The arrow does not change when the spell is cast, but when it is shot by a bow, the effects of this spell become clear. The arrow then enlarges, growing 50% + 50% per 3 levels (100% at 3rd level, 150% at 6th etc.). For every 50% the arrow grows, the damage is increased by one die. Thus if a flight arrow is used, the damage becomes 2d6 at 1dt level, 3d6 at 3rd, 4d6 at 6th etc. A sheaf arrow would add a die eight but is otherwise the same. After hitting a solid target the arrow is reverted to normal size. Anyone hit by an arrow enlarged by 100% or more must save vs. breath weapons or be knocked down. The feeling of being shot on by one of thease arrows is sort of like being fired up on with sharpened telephone poles, really scary! The material component is the arrow to be affected and a bit of powdered iron. --------------------------------------------------------------------------- Rael's Enraging Arrow Level: 1 School: Enchantment/Charm Range: Touch Components: V,S,M Duration: 1 hour / level, special Casting time: 1 Area of 1 arrow effect: Saving throw: None Description: This spell enchants one arrow. When the arrow hits a target, it is affected as if he or she had been Taunted (as per W1; Taunt). The material component is the arrow to be affected. --------------------------------------------------------------------------- Rael's Sleep Arrow Level: 1 School: Enchantment/Charm Range: Touch Components: V,S,M Duration: 1 hour / level, special Casting time: 5 Area of 1 arrow, 1 creature effect: Saving throw: Negates Description: This spell transforms a normal arrow into a magical one. If the arrow hits, it does no damage, but the target must save vs. spells at -4 or sleep for 5 rounds / level of caster. This arrow affect a creature of up to 10 HD, but unlike Sleep (W1), it affects one creature only and the creature is allowed a saving throw to negate the spell (at -4). The material component is the arrow to be affected. If it is sprinkled with a portion of a sandman's body, the target gets a no save and only half magic resistance (if the creature has magic resistance). --------------------------------------------------------------------------- Rael's Stirge Arrow Level: 1 School: Alteration Range: Touch Components: V,S,M Duration: Permanent until used Casting time: 1 turn Area of effect: 1 arrow Saving throw: None Description: This spell enchants one arrow only, which must be of the armor piercing type. This spell creates a small compartment in the arrowhead. When the arrow hits a living target, it does only 1d2 hp dmg and sucks out one ounce (ca. 30 ml.) of blood from the target. After filling the compartment the arrow detaches it self and may be recovered later by the archer. This spell was meant to give the mage an easy and relatively painless method of getting a creatures blood, blood from various creatures being a favorite component for inks to write magical scrolls with. The material component is the arrow to be affected and a stirges beak. --------------------------------------------------------------------------- Rael's Weighty Arrowhead Level: 1 School: Alteration Range: Touch Components: V,S,M Duration: 1 hour / level Casting time: 1 Area of effect: 1 arrow / 3 levels Saving throw: Special Description: This spell enchants one arrow per 3 levels of caster (2 at 3rd level, 3 at 6th etc). The arrow does not change when the spell is cast, but when it is shot by a bow and hits a solid target, the effects of this spell become clear. The arrowhead then gains weight, becoming 20 Ibs + 5 Ibs per level of caster beyond the first. The damage die is doubled (but not damage bonuses). Anyone hit by a Weighty Arrow must save vs. breath weapons or be knocked down by the weight. There is a -1 penalty to the save for every extra 10 Ibs above 20. There are also modifiers to the save for size. Tiny creatures save at -2, small at -1, medium at 0, larges at +2, and huge and bigger are not affected by the knockdown effects. The material component is the arrow to be affected and a small loadstone. --------------------------------------------------------------------------- Rael's Acid Arrow Level: 2 School: Alteration, Evocation Range: Touch Components: V,S,M Duration: Instant, Special Casting time: 2 plus bow speed factor Area of effect: 1 arrow Saving throw: Negates Description: This spell enchants one arrow, and when it hits it's target it does normal damage and then functions like Melf's Acid Arrow (W2). The material component is the arrow to be affected. --------------------------------------------------------------------------- Rael's Arrow of Angling Level: 2 School: Alteration, Evocation Range: Touch Components: V,S,M Duration: 1 hour / level Casting time: 1 round Area of effect: 1 arrow, 10' radius Saving throw: Special Description: This spell enchants one arrow, and when it is fired from a bow it is trailed by a pencil-thin, snaking line of faint blue light. When the arrow impacts, the head expands into a small claw that embeds itself in the target. During the casting of this spell, the caster names an item. The line trailing the arrow starts at the arrowhead and ends in this item. Thus, a housbreaker's harness could be named, the arrow fired to the ceiling and then the line can be climbed. The arrow will remain embedded for 1 hour per level, after which it will vanish along with the line. The material component is the arrow to be affected and a foot long line of elven rope. --------------------------------------------------------------------------- Rael's Blinding Arrow Level: 2 School: Illusion/Phantasm Range: Touch Components: V,S,M Duration: 1 hour / level, Special Casting time: 2 Area of 1 arrow effect: Saving throw: Negates Description: This spell enchants one arrow, and when it hits it's target it does normal damage, and unless the target saves vs. spells it is blinded as per Blindness (W2). The blindness is permanent unless cured by a priest. The material component is the arrow to be affected. --------------------------------------------------------------------------- Rael's Draining Arrow Level: 2 School: Alteration, Necromancy Range: Touch Components: V,S,M Duration: Permanent until used, 1 turn / level Casting time: 1 round Area of effect: 1 arrow Saving throw: 1/2 Description: This spell enchants one arrow, and when it hits it's target it does normal damage and drains 1d6 points of strength, unless the target saves vs. spells, in which case the strength drain is halved (round up). The strength points come back after 1 turn / level, at the rate of 1 per turn . The material component is the arrow to be affected. --------------------------------------------------------------------------- Rael's Enchanted Arrow Level: 2 School: Enchantment Range: Touch Components: V,S,M Duration: Permanent until used, Special Casting time: 5 Area of effect: 1 arrow Saving throw: Negates Description: This spell enchants one arrow and enables it to hit creatures that can only be hit by magical weapons. The arrow gains no actual bonuses to hit or damage from this spell, but can at various levels hit lycanthropes, specters and other monster that require magical weapons to hit. The bonus is shown on the following table.