Common Magic Arrows
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)
What do they do?
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 Armor Piercing: 5 damage dice, bypassing armor Fireball Arrows: 5 damage dice, 10 foot radius Flare: No damage beyond what a normal arrow would do, explodes if shot into high into the air making a bright signal. Multi-colored variants possible.How Much it costs
Enhanced arrows have a 5 drams of reagents to make, with a typical market price of 6 silver pieces Invocation Arrows cost 15 drams of reagents to make, with a typical market price of 20 silver pieces. Flare Arrows cost a little bit more with a base cost of 17 drams and a typical market price of 24 silver pieces.Why not both?
It is possible to make an enhanced Invocation arrows that are also enhanced. The base cost is 25 drams of reagents 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.What if you miss your shot?
An enhanced arrow will lose it's enchantment and will become an ordinary arrow. It might still be salvageable as an ordinary arrow, but it cannot be re-enchanted or salvaged into usable reagents.
An invocation is still going to explode. And it might explode on something or someone the archer didn't want to explode.
The modern expression "Close only counts in horseshoes and hand grenades" might apply to fireball arrows, since it's a ten-foot radius, you might still wing your intended target on a failed roll.

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