Spell Arrow

Enchantment
Similar to a Spell Stone, a spell arrow stores a spell until it is fired.
The archer need not be a mage. The arrow’s user must concentrate for the
appropriate time to cast to “arm” the spell. This cannot be simultaneous
with aiming the bow, and isn’t reduced by high skill (but see Speed Skill
Arrow, below). An unused spell arrow disarms after 1 minute. The spell acti-
vates when the arrow hits a solid object; roll against the effective skill of
the arrow’s enchanter. If the roll is successful, the spell is cast. If it is a nor-
mal failure, the spell is simply wasted. Critical failures go to the Critical Spell
Failure Table (p. 7). If the arrow is fired without the required concentration,
the spell is wasted, but the arrow still does normal damage.
The spell’s energy is included in the enchantment. The archer need not
(and cannot) provide any to cast the spell or maintain it. Similarly, the
archer may not cancel the spell once cast, though the enchanter may speci-
fy a shorter duration than normal, and may also invest extra energy so the
spell will maintain itself.
The head of a spell arrow must contain a jewel worth $10xP2 + $40xP,
where P is the maximum energy of the contained spell. The gem is destroyed
when the spell activates. (The rest of the arrow may be recoverable, but is
now nonmagical.)
Any spell that can be enchanted into a magic item can be placed in a
spell arrow, except for Blocking spells, Enchantment spells, Melee spells, or
spells whose magic item description specifies “must touch.” Note that
some permissible spells are pointless (e.g., Beast-Soother), since the archer
must hit the target with an arrow anyway. Enchantments may be placed on
the arrow itself normally, including limiting enchantments.
The only decision the archer can make is what he’s aiming at. If the
spell requires a subject, whatever the arrow hits is the subject. (If it is not a
legal subject – e.g., a wooden wall for Strike Blind – the spell is wasted.)
What constitutes a “solid object” may require the GM’s judgment (for exam-
ple, drops of rain are not enough to trigger the spell). If it is an Area spell,
the point of impact is the center of the area. If it is a Missile spell, the effect is
as if the missile hit the target, in addition to the arrow (the missile does
not launch itself from the point of impact). If the spell creates an object,
the object appears as close as possible to the point of impact. If the spell
would normally affect both a subject and the caster (e.g., (Animal) Control)
the archer is treated as the caster. If the spell requires a human target, the
spell still works even if the arrow hits clothing instead of skin. The
enchanter specifies everything else: duration, area, precise effect, etc.
Analyze Magic can reveal what spell a spell arrow contains, how
much energy was invested, and so on (one question per casting). Arrows
intended for the consumer market are usually color-coded.

Energy cost to cast: 30 times the contained spell’s casting cost, includ-
ing maintenance cost if desired, so long as the item is an arrow or crossbow bolt.
The GM may decide this spell can work on other kinds of missiles (e.g.,
bullets). If so, for those missiles, multiply the contained spell’s casting cost
by 1/10 the missile’s Max range, instead of 30. If the missile should
pass beyond the Max range (for example, if fired from a more powerful gun)
the spell is wasted. (This last rules does not apply to actual arrows and
bolts.) Note that the need for a jewel still applies to bullets!
Prerequisite: Spell Stone.