MAGIC ARROWS of LYCOTHERON



These marvelous magic arrows were fashioned as gifts from the goddess Agrotera for Lycotheron, the Prince of Spyrakos. In spite of their rather prosaic appearance, each type is imbued with a different divine power...



ARROWS  of  LEGION

  • grants FIVE attacks on five contiguous spaces
Once this arrow is loosed, it magically divides into five separate arrows, allowing the archer to strike any five contiguous spaces (or alternately, all the same target).

A separate attack roll is made for each arrow. Only one of these arrows can be used for a Sneak Attack or Precise Shot.

remaining: 3 (2?)




ARROWS  of  NAMING

  • Advantage to hit
  • Auto-Crit
  • Range x10
This arrow responds to a specific name, and almost always hits its mark. The name must be whispered to the arrow before it is loosed. It will then fly in a forced arc, tending to avoid obstacles, and traveling to up lO times farther than normal towards its target.

Regardless of conditions or intentions, the archer always rolls with Advantage, and the hit is always a Critical. The whispered name must always be a 'true' name, not an alias. Once an arrow strikes its intended target, the enchantment is discharged and it becomes an ordinary arrow.

This arrow can only be used with Precise Shot or Sneak Attack if the archer is close enough to clearly see the target.

remaining: 2



ARROWS of the AETHER

  • invisible & passes through obstacles
  • ignores armour
  • +d8 psychic damage
  • 1 in 20 failure/obstruction chance per 50ft 
This arrow travels through the planar veil on its way to its target, becoming invisible and passing through mundane obstacles like a ghost. The armour also ignores worn armour bonuses to AC.

These arrows can be used to attack out-of-shift targets in the Spirit Realm or the Fey Wild. On a hit, it inflicts an additional d8 psychic damage. Due to planar distortions, the maximum range for these arrows is doubled.

For every 50 feet of distance, there is a stacking one-in-twenty chance of hitting an obstruction on another plane (unless the archer possesses clear sight through these planes)

remaining: 2



ARROWS  of  PALL

  • Silence on impact, lO ft radius
  • lasts 1 minute
Wherever this arrow strikes will fall under a pall of magical Silence (as per a lesser spell) centered on the arrow. The area of effect is a lO ft radius, and the silence lasts for l minute.

remaining: 3




ARROWS  of the  SERPENTINE

  • avoids obstacles by 5 ft increments between archer and target
These arrows travel towards their intended target along a serpentine path, weaving in and around obstacles in deviations of 5 ft in either direction. Even crowds and dense forest provide no impediment. However, a missed attack roll of 10 or less may hit one of the obstacles by mistake.

remaining: 3




ARROWS  of  ZAEUS

  • open air
  • d3 rounds delay
  • 6d6 lightning
  • +d6 heat damage per layer of metal armour
  • storm conditions = 1 round sooner
Under an open sky, this arrow acts as a magical lightning rod. Within D3 rounds of striking home, the arrow will be struck by a bolt of lightning from the heavens
(6d6, +d6 per layer of metal armour, save for half).

Those in direct physical contact with the victim take half damage. If there are already storm conditions present, subtract 1 round from the wait time.

remaining: 3





Resale: ?
Magic: YES
Owner: KIAN
Obtained: Chapter 7 - Shadows Over Thessios
from Lycotheron