Sunday, January 2, 2011

Campaign Design - Spells: Arrow Charm

Arrow Charm (from Relics & Rituals)
Divination

Level: Sorcerer/Wizard 1
Components: V, S, M
Casting Time: See text
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: One object or individual
Duration: See text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Arrow charm must be cast twice for full effect. In the first stage, the caster inscribes or attaches a rune in the shape of a small arrow to the target. The rune may be any size and can be hidden anywhere on the target, but it must be large enough to be seen with the naked eye. The rune can be painted on a particularly valuable object, permanently inscribed, tattooed, or otherwise added. It can also be drawn on a piece of parchment, applied in the form of a brooch or other piece of jewelry, r embroidered on a piece of clothing. In such cases, the arrow charm will lead the way to the object, not the individual wearing it, so if the rune and its bearer are separated in some way, the spell may be rendered useless. The caster may inscribe a number of runes equal to his caster level at any one time.

The initial casting typically takes place well before the spell's full effects are needed. The day before an expedition into the wilderness, for example, all members of an adventuring party can have arrow charm runes inscribed on them or be given objects bearing the appropriate rune, so that any who are later separated from the group can be easily relocated.

After the initial inscription of the rune, the spell is considered cast. Wizards must prepare the spell again or have a second arrow charm spell prepared in order to find the target.

The inscribed rune retains its magical effects until the target is located using the second casting. After that, the spell effects vanish. The arrow rune need not be reinscribed unless it was somehow erased, but the spell must be recast in order to renew the magical effect.

Should the caster wish to locate an individual bearing an arrow charm rune, he must cast the spell a second time and name the target. At that point, a shimmering, arrow-shaped pointed appears in the air and moves with the caster, unerringly pointing the direction (though not necessarily the way) to the target. The magical pointer vanishes when the caster touches the target, and the spell effects vanish.

Arrow charm is not without its limitations. The spell will fail and all effects vanish should the target be taken beyond the spell's range. A successful dispel magic on the target will eliminate the rune's effectiveness and destroy the spell. As mentioned above, should a target be separated from the object that bears the arrow charm rune, the cast will be able to locate the object but not its former bearer.

Material component: The inscribed arrow charm rune and a small piece of magnetized metal.

Home     Three Worlds     Spell List

No comments:

Post a Comment