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

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