Level: | 1 |
School: | Alteration, Enchantment/Charm |
Range: | Touch |
Components: | V,S,M |
Duration: | Permanent until used |
Casting time: | 1 turn |
Area of effect: | 1 arrow / 3 levels of 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.
Level: | 1 |
School: | Enchantment/Charm |
Range: | Touch |
Components: | V,S,M |
Duration: | 1 hour / level, special |
Casting time: | 1 round |
Area of effect: | 1 arrow, 1 creature |
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).
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: |
---|---|---|---|
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).
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).
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.
Level: | 1 |
School: | Enchantment/Charm |
Range: | Touch |
Components: | V,S,M |
Duration: | 1 hour / level, special |
Casting time: | 1 |
Area of effect: | 1 arrow |
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.
Level: | 1 |
School: | Enchantment/Charm |
Range: | Touch |
Components: | V,S,M |
Duration: | 1 hour / level, special |
Casting time: | 5 |
Area of effect: | 1 arrow, 1 creature |
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).
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.
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.
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.
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.
Level: | 2 |
School: | Illusion/Phantasm |
Range: | Touch |
Components: | V,S,M |
Duration: | 1 hour / level, Special |
Casting time: | 2 |
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 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.
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.
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.
Level: | "Bonus" |
---|---|
The material component is the arrow to be affected and a piece of broken magical weapon of the desired or greater bonus.
Level: | 2 |
School: | Enchantment/Charm |
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 when it hits it's target it does normal damage and unless the target saves vs. spells it is reduced to strength 5, as per Ray of enfeeblement (W2). The enfeeblement effects last for 1 round per level of caster.
The material component is the arrow to be affected.
Level: | 2 |
School: | Alteration, Enchantment |
Range: | Touch |
Components: | V,S,M |
Duration: | Permanent until used, Special |
Casting time: | 1 round / arrow |
Area of effect: | 1 arrow / 3 levels |
Saving throw: | Negates |
Description: This spell enchants one arrow plus one per 3 levels above the third. (1 at 3rd level, 2 at 6th etc.). The arrows enchanted must be made of solid steel, and when the spell is cast, the arrow feels just as light as a normal arrow. It does, however, feel cold to touch. When fired from a bow it transforms into an arrow of solid ice. When an Ice Arrow hits it's target it does double normal damage (triple to fire dwelling creatures) because of intense cold. The arrow then melts down in about one round, leaving only a puddle of water.
The material component is one solid steel arrow for each arrow to be enchanted.
Level: | 2 |
School: | Illusion/Phantasm |
Range: | Touch |
Components: | V,S,M |
Duration: | 1 hour / level, Special |
Casting time: | 1 round per arrow |
Area of effect: | 1 arrow per 2 levels |
Saving throw: | Special |
Description: This spell turns one arrow per 2 levels (3 at 4th level, 4 at 6th level etc.) into an illusion. The original arrows (the material component) are in fact replaced by illusionary ones, with full visual, audible, tactile, thermal and olfactory components. Without the use of magic (Detect Magic (W1) detects a strong illusion aura) or some valid reason to disbelief the arrow, none gets a saving throw.
The arrows can be shot in a normal fashion, inflict normal damage (none of which is real), cause illusionary bloodshed and function in general like normal arrows. The illusion remains for 1 hour per level of caster, after which the arrows vanish, along with any illusionary blood, holes in wood etc. caused by the arrows. Anyone wounded by the arrows gets all the HPs caused by the arrows back as soon as the arrows vanish. Anyone killed by the arrows must make a system shock to survive, and if that is successful all the damage inflicted by the arrows vanishes. If the system shock roll fails, the wounds on the corpse vanish and autopsy and magic alike will come to the conclusion that the cause of death was a natural heartattack.
The material component is the arrow to be affected, a drop of blood and a hair from a gnome illusionist's beard.
Level: | 2 |
School: | Alteration |
Range: | Touch |
Components: | V,S,M |
Duration: | Permanent until used, 2 rounds /lvl |
Casting time: | 2 |
Area of effect: | 1 arrow, 10' radius |
Saving throw: | Special |
Description: This spell enchants one arrow, and when it hits a solid target it does normal damage and emits a silent zone in 10' radius (as per Silence 15' radius (P2)). The target (if intelligent) must save vs. spells or have the silent zone follow him around. If the target saves successfully the silence follows the arrowhead instead, although the target might not realize that. A fair DM rolls the saving throw in secret.
The material component is the arrow to be affected.
Level: | 2 |
School: | Alteration |
Range: | Touch |
Components: | V,S,M |
Duration: | Permanent until used, 1 rounds /2 levels |
Casting time: | 2 |
Area of effect: | 1 arrow |
Saving throw: | None |
Description: This spell enchants one arrow only. When fired from a bow, the spell mutes all sounds resulting from the arrow being fired. The "twang" when it's fired, the grunt and screams of unfortunate targets (even cries for help) and the "thunk" when the target hits the ground. If the arrow should do something to create an avalanche the noise from it is silenced. The duration; 1 round per 2 levels is the amount of time the arrow silences. After this duration the screams of the guard can be heard, the noise of the avalanche becomes the loud noise it should be etc. Note that if the target is a spellcaster he or she can still cast spells with verbal components, but none can hear the casting.
The material component is the arrow to be affected.
Level: | 3 |
School: | Alteration, Enchantment |
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. The arrow will have greater range than arrows of this type would normally have. The normal range is multiplied with 1.5 + 0.5 per 2 levels above the 5th (x2 at 7th level, x2.5 at 9th etc.).
The material component is the arrow to be affected and a small loadstone.
Level: | 3 |
School: | Abjuration, Alteration, Necromancy |
Range: | Touch |
Components: | V,S,M |
Duration: | Permanent until used |
Casting time: | 1 turn |
Area of effect: | 1 arrow |
Saving throw: | Negates |
Description: This spell enchants one arrow, and when it hits a solid target it does normal damage, and the target must save vs. spells or be cursed. The curse has one of the following effects:
D100 | Effect |
1-50 | Any one attribute reduced to 3 (only the six usual stats). Roll a D6 |
51-75 | -4 to attack rolls and saving throws |
76-00 | Makes the creature 50% likely to drop anything held. Roll once per turn. The curse is permanent but can be removed with a Remove Curse (W4, P3) and Limited Wish (W7) and of course a full Wish (W9) |
The material component is the arrow to be affected.
Level: | 3 |
School: | Abjuration, 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 transforms one arrow to be affected into an arrow of pure magic. The arrow changes colors constantly, glows (equivalent of a Light (W1), and is difficult to hide unless covered completely. The arrow is "inactive" until it is cocked and shot by a bow, it will not dispel magic until it has been fired by a bow.
When the arrow hits any target it functioned as per Dispel Magic (W3, P3), but only with a 5' radius.
The material component is the arrow to be affected.
Level: | 3 |
School: | Alteration, Invocation/Evocation |
Range: | Touch |
Components: | V,S,M |
Duration: | Permanent until used |
Casting time: | 1 round |
Area of effect: | 1 arrowhead |
Saving throw: | None |
Description: This spell enchants one normal arrowhead. When it hits anything more solid then water, after being shot by a bow it will explode with an explosion, doing normal arrow damage plus 1d6 per two levels of caster (3d6 at 5th level, 4d6 at 7th level and 5d6 ant 9th level, 5d6 is the maximum). Thus a normal sheaf arrow enchanted by a 5th level mage does 1d8+3d6 hp dmg. The arrowhead is of course utterly destroyed by the use of this spell, and about half of the shaft is burned down.
Note that the arrowhead can not explode unless the arrow has been shot by a bow.
The material component is the arrow to be affected and a pinch of sulphur.
Level: | 3 |
School: | Alteration |
Range: | Touch |
Components: | V,S,M |
Duration: | Permanent until used |
Casting time: | 1 round |
Area of effect: | 1 arrowhead |
Saving throw: | None |
Description: This spell enchants one arrowhead. If it hits a solid target it sticks to it and can not be freed by force. Dispel Magic (W3, P3) or stronger magic is required to free the arrow. The caster can will the spell out at any time.
The arrow is "inactive" until it is cocked and shot by a bow. What terrible effects an arrowhead stuck in flesh for some time can have is up to the DM (be creative, or rather; be cruel)
The material component is the arrow to be affected.
Level: | 3 |
School: | Alteration, Evocation |
Range: | Touch |
Components: | V,S,M |
Duration: | 1 hour per level |
Casting time: | 1 round |
Area of effect: | 1 arrow |
Saving throw: | None |
Description: This spell enchants one arrow only, and when fired from a bow, it multiplies, so that this one arrow turns into many.
Level: | Additional arrows: |
---|---|
Fife additional arrows is the maximum created by this spell. An attack roll is required for each arrow.
The material component are the arrows to be affected and a small piece of crystal.
Level: | 3 |
School: | Alteration |
Range: | Touch |
Components: | V,S,M |
Duration: | 1 turn per level |
Casting time: | 1 round |
Area of effect: | 1 arrow per 3 levels |
Saving throw: | Special |
Description: This spell enchants one arrow per 3 levels of caster (2 at 3rd level, 3 at 6th level, 4 at 9th level etc.). If it hits, it does double normal damage because of intense cold, and the target must save vs. spells (at -1 per 3 levels of caster, (-1 at 3rd level, -2 at 6th level, -3 at 9th level etc., max -4 at 12th level) or be slowed as per Slow (W3).
The duration of the numbness is 1 round per level of caster.
The material component are the arrows to be affected and a small piece of crystal.
Level: | 3 |
School: | Alteration |
Range: | Touch |
Components: | V,S,M |
Duration: | Permanent until used |
Casting time: | 1 turn |
Area of effect: | 1 arrow |
Saving throw: | Negates |
Description: This spell polymorphs one small animal (size medium or INT 2 or more will cause the spell to fizzle) per 3 levels of caster (2 at 3rd level, 3 at 6th level, 4 at 9th level etc.) into arrows. The animals will remain arrows until shot. When they hit a solid target after being shot from a bow they are reverted into animals again. This causes double normal damage because of the transformation is taking place inside the unfortunate victim. If the animal is poisoned the creature must make immediate saving throw or suffer the poison effects. The animal is then free to do as it pleases, but normally protective animals are usually aggravated enough to attack.
The animals used are usually small poisoned animals, like snakes, small spiders and scorpions.
The material component are the animals to be transformed and as many arrows as the animals. The arrows vanish upon the completation of the spell.
Level: | 3 |
School: | Alteration, Enchantment/Charm |
Range: | Touch |
Components: | V,S,M |
Duration: | Permanent until used |
Casting time: | 1 turn |
Area of effect: | 1 arrow |
Saving throw: | Special |
Description: This spell transforms a normal arrow into a magical one.
If the arrow hits a living target it does no damage, but if the arrow hits metal of some sort, the metal in question must save vs. disintegration or be affected as if a rust monster (MM or MC1) had touched it (rust away basically). The area affected by the rust is 1' radius plus 1' per 5 levels of caster (2' at 5th level, 3' at 10th level etc.).
Note that this spell does not affect permanently enchanted metal, unless the caster is 9th level or higher
The material component is the arrow to be affected (it must not have a metal head, bone or stone must be used) and a dried antenna of a rust monster.
Level: | 4 |
School: | Alteration, Enchantment/Charm |
Range: | Touch |
Components: | V,S,M |
Duration: | Permanent until used |
Casting time: | 1 turn |
Area of effect: | 1 arrow |
Saving throw: | Negates |
Description: This spell enchants one arrow. That arrow functions as a normal arrow would, except for one thing. It is completely unaffected by the Stonskin (W4) or the Ironskin (P5) spells. When an arrow enchanted by this spell hits a person protected by one of these spells, normal damage is inflicted, and he or she must save vs. spells or loose 1d4+1 "hits" from the stone/iron-skin. If the save is successful the stone/iron-skin looses only one "hit".
The material component is at least 500 gp worth of diamond dust. and a the arrow to be affected, that must be of the armorpiercing sort.