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Arrows, Quarrels, Slingstones, and Quivers

Usable by all but mages. Arrows are used in bows, quarrels in crossbows, slingstones in slings. Slingstones may be lead bullets or simply spherical stones. All magical projectiles can be recovered unharmed 50% of the time if they miss their target; if they hit their target they are destroyed, unless otherwise noted.

Quivers are a system for convenience. Rather than writing out an item card for each individual arrow or the like, a GM can define a quiver. A quiver simulates a group of arrows by requiring a burnout roll before an arrow is pulled out. If the quiver burns out, no more magical arrows can be withdrawn. Quivers should only be made for the less powerful arrows; the powerful ones are meant to stand alone. Suggested burnout rate is 10-20%.

Generic Magical Weapon

Use the appropriate section. Being missiles, arrows and the like often don't make sense for some powers.

Missile of "Spell"

Level depends on spell. This missile is +0, but where it hits, a spell is centered. Some favorite spells and prayers are Continual Light, Web, Fireball, Blinding Flash, and Dimension Door. The particular spell may require explanation in the item list.

Cupid's Missile

Level 5. This missile is +5% to hit, but does no damage. If it hits, the victim must save vs. mental or become the tireless follower of the archer. This effect is like the mage spell Charm Monster, except that the user of the missile does not have to concentrate, and the victim receives an additional saving throw every 60/T hours instead of turns.

Missile of Death

Level 4. This missile is +5% to hit, but does no damage. Instead, any target hit by it suffers the effects of the clerical prayer Finger of Death.

Arrow of Direction

Level 3. If dropped on the ground, this arrow points the way to the desired direction or object, provided that the description is suitable for a mage Locate spell. The range of this power is 20 miles. If shot from a bow, it flies in the direction desired for the length of a normal bow flight. Once used, it will remain attuned to the same object for the rest of the day. It may be used seven times per day.

Missile of Doom

Level variable. This missile is +0. The victim of this missile receives a curse, normally with no saving throw. The curse must be specified for each missile. The level of the item should reflect the level of the curse.

Enchanted Missile

Level 3. This missile is +3 to damage. Assuming there would normally be any chance to hit, it never misses unless the victim has some magical protection (including even Protection from Normal Missiles) or is an enchanted monster or has a natural armor class better than 2. Against these exceptions the arrow is +15% to hit.

Errant Missile

Level 1. This item functions as some other type of missile. However, when fired, 50% of the time it hits the shooter, and 50% of the time it hits the closest other target to the shooter, regardless of where the missile was aimed.

Missile of the Forest +N

Level N. This missile is +N. When it is fired in the forest, it flies around trees in its path in order to hit its target.

Missile of the Grappling Hook

Level 3. This missile has a 6-inch string hanging from it. If the shooter ties the string to something firm and fires the missile, the string lengthens as the missile flies and the missile embeds itself firmly in a nonliving object at the end of its flight. The string will then thicken to become rope and the newly made connection will support up to 500 pounds. Weakness of either anchoring object may lessen this strength. If the missile is a slingstone, it does not embed itself, but instead wraps around a narrow object (such as a post or flagpole) at the end of its flight, if such an object is available.

Missile of Many Shots

Level 4. When fired, this missile splits into D6 pieces. Each piece is +5% to hit, but does normal damage. All the pieces go for a single target, and a separate attack is rolled for each one.

Missile of Message

Level 1. When this missile is shot at a target, it lands at his feet and delivers a Long Talk, as per the mage spell. The range of this missile is twice normal. The message must be decided upon before the missile is fired.

Signal Missile

Level 1. When fired, this missile rises 1 mile into the air. If fired underground, it rises as high as possible. Then it bursts into a brightly colored flare. It will hang there glowing brightly for 1 minute. The color is obvious before shooting. It is visible over immense distances, but the horizon usually cuts off viewing from more than about 80 miles.

Missile of Tracking

Level 1. If the shooter spends one full melee round aiming this missile, it will not miss. This is so even if the victim moves, provided the user keeps aiming at the spot he was occupying. The range of this missile is line of sight, and it must be able to fly in an uninterrupted path to its target after being fired. It has no bonus to damage, and is considered a +0 magical weapon.

Missile of the Woods

Level 2. When it lands in dirt, this missile turns into 2D6 oak trees, each 4D6 feet tall. If it is used to hit a creature, it acts as a nonmagical missile. This missile occurs much more commonly as an arrow or quarrel than as a slingstone.

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Last Modified on September 10,1995.

ammulder@princeton.edu