Elemental Arrow

  • Mana per Level: 1
  • Casting Time: 1 Standard Action
  • Range: Varies
  • Target: Single or MultipleTarget
  • Duration: Instant
  • Avoidance: Dodge
  • Special: Impaling; Critical: Max Damage
  • Type: Damage

A magical arrow of force or a chosen energy type (fire, water, earth, air, ice, or electricity) springs from your hand and speeds to its target. An arrow is considered magical damage or elemental damage. A mage must successfully use Aim to hit the target with each arrow. You cast a separate arrow for each mana spent, and you may direct each arrow at a different target. Arrows must all be of a matching elemental energy. 

1 Mana: 1d8+3 Damage 60 ft. Range.

Each additional level adds another arrow, allowing for multiple targets (one per arrow), and 60’ to the range.

If the spell is imbued with an element, the spell also causes the Elemental Effect to any target that it does damage to.

  • Fire causes flammable items to catch fire and burn. Low melting point metals melt. Target gains the On Fire effect.
  • Water puts out mundane fires or dilute acid.
  • Ice slows creatures by 1/2. Effort save to negate. 
  • Earth covers the objects in dust and dirt, outlining any invisible objects or creatures. 
  • Electricity does an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, or full plate).
  • Air knocks SIZ 20 or smaller creatures prone. Agility save to negate falling.

Spellcraft failure: Your arrow misses its target. For a fumble, use the Missle Fumble Chart.