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Arcane Archery

October 18th, 2012

Alex Riggs

Obscure Arcana Archive

            Generally speaking, when it comes to D&D, when you think of archery, the first thing you think of probably isn’t casting spells, and when you think of spellcasting, your mind probably doesn’t leap straight to bows and arrows. But that doesn’t mean the two can’t work together (see the arcane archer, if you don’t believe me), and since the week is Bow Week and the day is Thursday, the day we provide you with new spells, there’s only one possible solution: spells about archery. Enjoy!

 

Certain Shot

Certain Shot

            You fill the target with magical energy, which it imbues upon the projectiles it fires, guiding them around obstacles and towards their target without fail. For the spell’s duration, any creature you attack with the target weapon does not benefit from any bonuses to his AC caused by cover (this does not allow you to attack creatures with total cover). Further, any time you must roll a miss chance for an attack with the target weapon due to attacking a creature with concealment, after the miss chance is rolled, you may choose to add or subtract 10 from the die result before determining whether or not the attack missed.

 

Siegfried’s Far Shot

Siegfried's Far Shot

            Through subtle manipulation of the target’s pressure, flexibility, and other factors, you make it able to fire projectiles farther, and with greater accuracy. For the spell’s duration, the target’s range increment is doubled.

 

Siegfried’s Siege Arrow

Siegfried's Siege Arrow

            This spell has two effects on the targets, both of which are very useful in assaulting a building or fortification.

The first effect is that, for the spell’s duration, if you fire the affected projectile at an object, it will penetrate the object and stick fast in it, even if it would not normally be able to damage the object (such as because of hardness). The projectile also will not break for the spell’s duration, meaning that if a rope is attached to it, it can be used in a fashion similar to a grappling hook.

The second effect is that any flames on the projectile (whether magical, such as due to the flaming weapon special ability, or mundane, such as having been covered in oily rags and lit) are more effective, and those flames ignore the hardness of any object that the projectile strikes. Any flammable object that takes at least 1 point of fire damage from a projectile affected by this spell catches on fire and begins to burn.

 

Siegfried’s Summon Bow

Siegfried's Summon Bow

            You summon a bow and arrows. The summoned bow can be any type longbow or shortbow, or a crossbow of any sort, including composite bows, repeating crossbows, and so on, as long as the weapon’s market value is worth no more than 50 gp per caster level. Whatever the exact nature of the weapon, it possesses a +1 enhancement bonus to attack and damage, and is considered a magic weapon.

            Further, for the spell’s duration, you can snap your fingers at any time (a free action) and have an arrow or crossbow bolt (whatever is appropriate for the weapon you summoned) appear in your hand, ready for you to load it (if necessary) and fire it. This ammunition is mundane, and has no special features.

            At the end of the spell’s duration, the summoned weapon, as well as all the ammunition conjured with the spell, vanish. Damage dealt by the weapon remains.

 

Siegfried’s Summon Greater Bow

Siegfried's Summon Greater Bow

            You summon a magical bow that fires bolts of energy. The bow takes the form of either a shortbow, a longbow, a heavy crossbow, or a light crossbow, and can count as any one of those weapons for the purposes of feats like Weapon Focus. Regardless of its shape, however, it does not fire projectiles, but rather rays of crackling energy. Each attack made with the bow (which can be used as part of a full attack action) is a touch attack, and deals 2d6 points of electricity damage on a successful hit. The bow has a range increment of 120 feet, and a maximum range of 600 feet.

            If you fire on a creature with spell resistance, make a caster level check (1d20 + your caster level) each time you hit, to see if you overcome its spell resistance. If you do, the target takes damage, as normal. Otherwise, that attack has no effect.

            At the end of the spell’s duration, the summoned bow vanishes.