Arrows of War
By means of this spell the Hound of Hell may
create 1d6 magical red arrows. These arrows are filled
with a powerful magic, and must be fired as normal arrows before the spell’s duration ends and the arrows vanish. These powerful missiles will inflict (assuming that
all of them strike their marks) a total of 6d6 points of
damage. This damage is rolled before any of the arrows
are fired, and the damage rolled is divided evenly among
the number of arrows created. Thus if the damage rolled
was 28, and the number of arrows created was 4, each
arrow would inflict 7 points of damage on a hit. Strength
and specialization bonuses apply to this damage, but no
spells may be cast on the arrows of war to enhance them
further. The caster need not be the one to fire the missiles, but no good aligned being may touch them with
out destroying them (and suffering damage as if struck).
[Oerth Journal #9 (February 1999) ; Hextor: The Herald of Hell by Will McPherson]
Hextor
Sphere: Combat(Invocation/Evocation)
Level: 4
Range: 0
Components: V, S
Duration: 6 rounds
Casting Time: 3
Area of Effect: 1d6 arrows
Saving Throw: None
Components: V, S
Duration: 6 rounds
Casting Time: 3
Area of Effect: 1d6 arrows
Saving Throw: None
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