Greater Magic Arrows
Each of these is found in a bundle of 1d6+1
Frost
- Hit: The target is frozen solid for 1 turn, and take double damage from blunt weapons. At the end of the duration, they make a system crash roll to survive.
- Miss: All targets within 10' are slowed by half and take double damage from blunt weapons for 1d6 rounds.
Sleep
- Hit: The target falls asleep for 1 turn. At the end of the turn, they save against poison to wake up, otherwise waking the next dawn.
- Miss: All targets within 10' save vs poison or fall asleep for 1d6 rounds.
Confusion
- Hit: The target becomes charmed to the archer for 1 turn. At the end of the turn they make a saving throw, if they fail they remain charmed as if by the spell.
- Miss: All targets within 20' pick their targets randomly for 1d6 rounds.
Purification
- Hit: The target has their avarice and sinful nature washed away. They may save against spells to avoid this fate. If they were already lawful, this deals half damage and grants them +1 to all attack rolls and saving throws for 1 turn. If they were neutral, they become lawful. If they were chaotic, they take 2× damage, lose a level and become neutral.
- Miss: All lawful creatures within 20' gain +1 to attack rolls and saving throws for 1d6 rounds, all chaotic creatures in the area suffer -1 for the same length of time.
Necromancy
- Hit: If the target dies within the next turn, it rises as a wraith under the archer's control.
- Miss: 2d6 skeletons friendly to the archer, burrow out of the struck surface. This takes 1 round through dirt, 1d3 rounds through wood, 1d6+1 rounds through stone and 2d6 rounds through metal. Each skeleton only has 1 HP. This turns an area with a radius of 10' into rough terrain.
Leadership
- Hit: A spectral crown appears above the target's head. All creatures within 30' must make a morale check, if they fail, they discard their previous alliances and follow the target from now on.
- Miss: All targets within 20' must make a morale test. If they fail, they discard their previous alliances and follow the archer for 1d6 rounds. If they are on the winning side after that, they maintain their alliance.
Swarm
- Hit: The target becomes surrounded by tiny, biting flies for 1 turn. They suffer -2 to attack rolls and saving throws and take 1 damage per round.
- Miss: An area with a radius of 20' is filled with tiny, biting flies for 1 turn. Anyone within the area suffers -1 to attack rolls and saving throws.
Honey
- Hit: The target is unable to act for 1d6 rounds as their mouth, pores, eyes and nose all gush with honey. Until they spend an hour cleaning themselves, they must save vs petrification in order to move or let go of an object.
- Miss: An area with a radius of 30' is covered in thick honey. Any creatures within the area must save against petrification in order to move.
Gravity
- Hit: The target levitates upwards at a rate of 10' per round. Once they hit a ceiling, gravity simply operates in reverse for them until the effect wears off. After 1 turn, the effect fades suddenly, causing them to fall.
- Miss: All targets within an area of 20' levitate upwards at a rate of 5' per round. After 1d6 rounds the effect fades suddenly, causing them to fall.
Comet
- Hit: In 1d6+2 rounds, a comet will strike the target. If the unobstructed sky is overhead, this becomes obvious 3 rounds before the strike. If the target is in an interior space, the comet hits the highest exposed point above them, dealing 500 points of damage to any buildings in the way, or burrowing through up to 20' of rock or 40' of dirt on impact. Everything within 20' of the impact site is obliterated completely. Within 60', creatures take 3d6 damage and are buried in rubble that will take 1d6 turns to clear, though they can save against petrification to take half damage and avoid getting buried. Creatures within 180' take 2d6 damage but can save vs petrification to take half.
- Miss: As above, but the target is a stationary point.
If an arrow misses its target, roll D66 to find where it lands:
| D66 | Arrow Strike |
|---|---|
| 11 | 20' Long, 20' Left |
| 12 | 20' Long, 10' Left |
| 13-14 | 20' Long, Centre |
| 15 | 20' Long, 10' Right |
| 16 | 20' Long, 20' Right |
| 21 | 10' Long, 20' Left |
| 22 | 10' Long, 10' Left |
| 23-24 | 10' Long, Centre |
| 25 | 10' Long, 10' Right |
| 26 | 10' Long, 20' Right |
| 31-32 | Centre, 20' Left |
| 33-34 | Centre, 10' Left |
| 35-36 | Centre, Centre |
| 41-42 | Bounce off target |
| 43-44 | Centre, 10' Right |
| 45-46 | Centre, 20' Right |
| 51 | 10' Short, 20' Left |
| 52 | 10' Short, 10' Left |
| 53-54 | 10' Short, Centre |
| 55 | 10' Short, 10' Right |
| 56 | 10' Short, 20' Right |
| 61 | 20' Short, 20' Left |
| 62 | 20' Short, 10' Left |
| 63-64 | 20' Short, Centre |
| 65 | 20' Short, 10' Right |
| 66 | 20' Short, 20' Right |
...
Reading: Werebeasts of Hel by Asa Drake
Listening: Where the Echoes Bloom by ALIA