• No results found

of Bow-Breaking

XP Value: GP Value: 100 DRAGON Magazine

This arrow breaks any bow used to fire it, unless the bow makes a successful saving throw vs.

crushing blow at

of Burning

XP Value: GP Value: 600 DRAGON Magazine 135

All creatures are considered to be AC against this arrow, although creatures with a high dexter-ity receive their Armor Class bonus. With any successful attack roll, the arrow engulfs the target in a flaming shroud that does 4d6 hp damage (no save), affecting only the victim and a 1-foot radius around him for one round. Creatures that are touching the target when the arrow strikes may make a saving throw vs. spell for half dam-age. All equipment on the victim must save vs.

magical fire at An arrow of burning may be used to burn through an average-sized dungeon

in 1d4+l rounds.

of Charming

XP 800 GP Value: 2,000

DUNGEONS & DRAGONS Rules

The victim must make a throw vs. spell be charmed by the user (as the charm person and charm monster wizard spells).

of Charming II

XP 800 GP Value: 2,000

DRAGON Magazine

An item often made by priests of Aphrodite, this arrow has a +3 bonus to attack, but causes no damage to the being struck by it. Any human, demihuman, or humanoid hit by an arrow of

228

Arrow of

charming is affected as if the one who fired the arrow had cast a charm person The feelings of the charmed figure develop quickly into infat-uation and then love if the one who fired the mis-sile is of the same race or species and of the opposite sex. No saving throw is allowed at first against the effect, though the charm does wear off over time (see the description of the druid spell charm or mammal). A detect charm spell notes the arrow's influence, and a successful dis-pel magic cast against magic removes the charm.

The arrow only affects creature types that are susceptible to charm person spells. It can only be used Once the arrow strikes its target, it disappears. If the arrow misses its intended tar-get, it vanishes. If it hits a creature that cannot be charmed by it, the arrow disappears with no effect, just as if it had missed the target.

An arrow of charming is always red in color, with a heart-shaped arrowhead. Note that other sorts of magical arrows may strongly resemble this one. Arrows of charming are always found singly.

of Clairaudience

XP Value: 20 GP Value: 120 DRAGON Magazine 135

This arrow gives the archer the ability to hear sounds within range of the arrow's location. Like the arrow of clairvoyance, this arrow is activated by saying the command word and shooting the arrow. The archer is then able to hear sounds from the arrow's location by covering his ears and concentrating. Sounds within a radius around the arrow may be heard in this manner. This arrow can "hear" anything louder than regular breathing. The range is 240 yards, and its duration (once the arrow is fired) is six turns.

of Clairvoyance

XP Value: 20 GP Value: 120 DRAGON Magazine

This arrow gives its user the ability to see an area from the location of the arrow. The field of vision is equal to the archer's normal and activates by sounding the command word and firing the arrow. The archer is then able to see the area in front of the arrowhead by closing his or her eyes and concentrating. Normal restrictions for distance of vision apply with this magical

arrow. In addition to normal vision, the arrow grants infravision, limited to a radius around the arrow's location. The range of the clairvoyance is 240 yards, and its duration (once the arrow is fired) is six turns.

of Climbing

XP Value: 300 GP Value: 500 DUNGEONS & DRAGONS Rules Cyclopedia This talent only functions if the missile is fired at an object. The missile securely fastens itself to any object it strikes and creates a magical 50-foot rope, issuing from the point of entry. The supports any weight of climbers and disappears one turn or upon command of the user. The missile cannot be moved after it hits, and it disap-pears with the rope.

of Connection

XP Value: 50 GP Value: 300 POLYHEDRON Newszine 82

When this arrow creates a magically sup-ported rope extending from whatever the arrow hit to the archer's location, up to a maximum of 300 feet. The rope appears to float in midair and can support up to 3,000 pounds at one time. The rope is indestructible and lasts for 24 hours unless the archer releases it earlier with a com-mand. When the rope expires or is both it and the arrow disappear.

of Curing

XP Value: 200 GP Value: 500 DUNGEONS & DRAGONS Rules Cyclopedia This missile is blunt, and inscribed with a holy symbol. When it hits a living creature, it inflicts no damage. it cures points of dam-age plus 2 extra points for each magical bonus of the missile. For example, if a 5 is rolled for a curing arrow +2, the total points of damage cured are 9.

of Darkness

XP Value: GP Value: 500 The Book of

These are among the most permanent and com-monly used of the enspelled If a con-tinual darkness spell is cast upon the shaft of an arrow, it can then be used to blind an enemy.

These arrows are common among elf scouts, who carry them sheathed until there is a use for them.

Arrow of Detonation

of Detonation

XP Value: 200 GP Value: 2,000

POLYHEDRON Newszine 82

When this arrow flies very slowly, mov-ing only 5 feet per round. It travels up to 300 feet before falling to the ground. Each arrow has two command words, and any time during an arrow's course, the archer may speak one of the words, causing the arrow to either explode in a burst of light or to erupt into a ball of flame. The first effect is the same as a continual light spell except that it creates a globe of bright light that illuminates a 100-foot radius.

The second effect is fireball that causes 5d6 points of damage to all in a 50-foot radius, save vs. spell for damage.

of Direction

XP Value: 2,500 GP Value: 17,500 DUNGEON MASTER Guide

This typically appears to be a normal arrow.

However, its magical properties make it function a locate object spell, allowing the arrow to show the direction to the nearest stairway, pas-sage, cave or another specific

Once per day the device can be tossed into the air, it falls and points in the requested direction.

This process can be repeated seven times during the next seven turns. The request must be for one of the following:

• Stairway (up or down)

• Sloping passage (up or down)

• Dungeon exit or entrance

• Cave or cavern

Requests must be given by distance (nearest, farthest, highest, lowest) or by direction (north, south, east, west).

of Disarming

XP Value: 400 GP Value: 700 DUNGEONS & DRAGONS Rules Cyclopedia This arrow only functions if victim is holding a weapon or other item. The victim must make a saving throw vs. spell or drop the item. A dropped item may be normally recovered in 1 round (unless that is impossible).

of Disintegration

XP Value: 60 GP Value: 360

DRAGON Magazine

This arrow is +1 to attack but has on its saving throws. The arrow's effect is same as

magic-user spell disintegrate, except that it does not affect targets of a magical nature. The effects of the arrow also differ from the spell in that only nonliving material, up to 20 cubic feet in volume, may be If the arrow misses its target, nothing is disintegrated and the arrow turns to dust. If a living victim is struck by this arrow, the victim takes normal damage d6 hit points) but can only be healed by magical spells, potions, or powers; normal healing is inef-fective.

The arrow of disintegration is made of a long shaft of oak with a lodestone arrowhead.

flights are usually made from the feathers of rare birds. Often, magical words are inscribed on the shaft; these must be repeated before the arrow is fired. Only one such arrow may be found at a time.

of Dispelling

XP Value: 200 GP Value: 400 DUNGEONS & DRAGONS Rules Cyclopedia When a missile with this talent hits, it creates a dispel magic effect centered on the point of impact (a 20-foot-cube) as if cast by a

caster.

Distance

XP Value: 25 GP Value:

DRAGON

When loosed, this arrow has a range equal to twice that of a normal arrow, depending upon the type of bow used to fire the arrow. This extended range does not, affect distances of short and medium range, so all distances beyond nor-mal are considered long range. The arrow has a +1 bonus on attack and damage rolls.

of Draconian Slaying

XP Value: 250 GP Value: 2,500 Kingdoms of Krynn

These arrows serve as normal arrows of slaying, but against all types of draconians.

Note: These arrows only exist in the campaign world of Ansalon.

XP 20 GP

The Elves of

Elven arrows are made from the limbs of the tree of life; the stone points are tempered in the sap of the tree of life. Since both superfluous branches

241

Fire Seed Arrow

and sap come available only a few times in a decade, arrows are rare.

They are unique in that they have no pluses (unless they are further but they are permanently magical. The arrow always counts as a magical weapon, affecting creatures that can only be affected by magic. There is a chance the arrow breaks after each time it is used.

cost of an elven arrow in human markets is usu-ally around gp.

These arrows are only used for special mis-sions. Elven army archers who know they may be facing enchanted monsters have one or two in quivers along with their usual non-magical stone or metal-tipped arrows.

of Enchantment XP Value: 20 GP

DRAGON Magazine

These magical arrows possess a dweomer that allows them to penetrate the magical defenses of creatures that ean be struck only by enchanted weapons. No bonuses for attacks or damage occur; such a weapon has the same chance to hit a highly monster as an ordinary arrow has to hit a normal, creature, doing as much damage as a regular arrow.

Missile weapons are a bit different. Actual mis-siles of enchantment (bolts, arrows, sling bullets, etc.) are the same as weapons. However, bows, crossbows, and slings of enchantment cast a magical aura on any mundane ammunition with which they are loaded (no extra bonus for using missiles and bows of enchantment

For all weapons of enchantment, the XP cost is that of a regular version of that weapon type, or whatever other official weapon exists of that type that is of low value. These weapons do not lose their abilities when taken to other planes, and the missile launchers can provide their owners with a virtually unlimited supply of

"magical" missiles. Just remember that the dam-age done is the same as for ordinary weapons.

The magic doesn't add to the weapon's attack capabilities; it negates a monster's defensive capabilities.

of

XP Value: — GP Value: 500 DRAGON

When nocked into a bow, this arrow explodes into a 6 HD fireball (as if cast by a wizard).

There is no throw against the effect, and the personal possessions the archer carries must save vs. magical fire at

of Extended Range

XP Value: GP Value: 600

The Complete Book of Elves

are three versions of this arrow, which allow the user to double, triple, or even quadruple the normal ranges for any type of bow. The first version allows for a double range, it is the one encountered about 60% of the time. The triple-range version is found about 30% of the time, and the quadruple-range arrow is met only of the time.

Although these arrows do not have an attack bonus, they are effective against creatures that are immune to all but magical weapons (up to +1). In addition, the arrows cancel out the normal range modifiers of the bow, using instead the

multiplied range for purposes of figuring modi-fiers. Arrows of extended range are usually found in groups of 2d10.