Magic Arrows Rules and Economics

The two most common magic arrows are Invocation Arrows (requiring a Second Circle Invoker) and Enhanced Arrows (requiring a theurgist with Crafts 2 or First Circle Enchanter)   Enhanced Arrows act as a normal arrow with +1 die of damage.   Invocation arrows act as normal arrows with three successes of invocation. These are the variants.   Max Damage: 9 damage dice Semi-Armor piercing*: 7 damage dice, armor soak halved Armor Piercing: 5 damage dice, bypassing armor Fireball Arrows: 5 damage dice, 10 foot radius Flare: No damage, explodes if shot into high into the air making a bright signal. Multi-colored variants possible.   *=Very few people ask for this, so no magic shop is going to stock up on these and they are going to charge extra for a special order.     Enhanced arrows have a 5 silver pieces base cost to make, with a typical market price of 6 silver pieces   Invocation Arrows cost 15 silver pieces to make, with a typical market price of 20 silver pieces.   Flare Arrows cost a little bit more with a base cost of 17 silver pieces and a typical market price of 24 silver pieces.         It is possible to make an enhanced Invocation arrows that are also enhanced. The base cost is 25 silver pieces to make with a typical market price of 40 silver pieces.   The markup is so high, because there aren't a whole lot of mages who are enchanters AND invokers.


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