Ithuriel's Archery
by Mike Swiernik
originally published in Earthdawn Journal #7

"Look around the place. Ask questions, because I don't think you've seen most of these before. Some I made, some I found, and most of them have interesting stories. And don't touch anything. No, not even that...I told you so."
-- Ithuriel Thionn, Elven Archer, selling some of his wares to an overcurious browser.


Specialty Arrows

All Adepts in Barsaive attempt to enhance their abilities through the use of magical equipment. Archers are no exception to this rule. The following is a far-from-complete listing of arrows that Archers use, both normal and magical.

The listing is broken up into two sections: one describing arrow shafts, and the other arrow heads. The player and the GM can put these two arrow components together in virtually any combination to achieve the desired effect. Following these two sections is a more detailed section describing special rules for arrow manufacture as well as for the two special magical items, the Threaded Quiver and Threaded Arrows. All of these specialty arrows can also be made as crossbow bolts, unless otherwise stated. Variations of each of these arrows exist for each variety of bow or crossbow, although finding the right kind and size of arrow might be exceedingly difficult. Most Archers make these arrows themselves.

The Cost of the items are listed as "Cost to Purchase/Cost to Make." In most cases, the cost is shown as a multiplier to the normal cost, assuming the normal cost for a head or shaft is half that for a complete arrow, as listed in the rulebook in the Missile Weapons Cost Table. In some cases, the actual cost for the component's construction is shown in silver pieces. These costs are per item, i.e. one head or shaft.

Range modifications exist for some of these shafts and heads. These are shown as the modifications to short, medium, and long range in the following format, short/medium/long. For instance, +10/-10/-30 would be interpreted to mean the short range is increased by 10 yards, the medium range is shortened by 10, and the long range is shortened by 30. These modifications are made to the farthest distance of that weapon's range. For example, a longbow firing an arrow with the above range modifications (normal ranges for a longbow are 2-40/41-100/101-220) would have the final range of 2-50/51-90/91-190. The modifications imparted by heads and shafts are cumulative.


Heads

The heads, or tips, of arrows and bolts are typically made of stone or metal. There are many different styles of heads, depending on the person designing them, but these are some of the more common and interesting heads that archers use. Combinations of some of these heads can be made at the GM's discretion, e.g. crystal armor-piercing tips.
 

Non-magical

Armor-piercing
Cost: Normal/Normal

These heads are very long and narrow, and forged of metal, designed to pierce armor of all types. An armor-defeating blow is dealt with a Good success on the Attack roll. There is a -2 Step penalty to the Damage roll, and, although the range remains the same, their ability to pierce armor at Long range returns to that of a normal arrow (Excellent success required).

"These go in easy. That's good if you're not on the receiving end. If you are, the only good thing is that they come out just as easy - no fins or extra stuff to rip or anything. Makes them easier for you to retrieve, too." --I.T.
 

Broad Tip
Cost: Normal/Normal

These arrows have especially broad tips for causing extra damage against unarmored opponents. An Excellent success is required for an armor-defeating hit, and the range penalties are 0/-10/-20. There is a +1 bonus to the Damage Step. These tips cannot be used with crossbow bolts.

"I've got dozens of designs for these. Leaf-shaped, gem-shaped, eye-shaped, you name it. But they all do the same thing." --I.T.
 

Flamer
Cost: 2X/Normal

The flamer head is specially designed to burn very hot when lit. It consists of a metal tip and core, with pieces of flammable wood forming the edges. The tip can be easily lit on fire, and gets a +1 bonus to the Damage test when so lit.

"I design the metal core of mine so that they work like armor-piercers after the wooden fins have burnt off. That way, they're still useful after you've used them once. Plus, the wood I use can absorb blood if I don't light it. It comes handy for getting blood from creatures that don't necessarily want their blood sampled, if you know what I mean..." --I.T.
 

Ricochet
Cost: 4X/Normal

These tips are conical in shape, designed to be uniform all the way around to minimize random scatter. They can be used to make ricochet shots off of hard surfaces by individuals without the Bank Shot Talent (ED p. 98). Only one bank is possible when used in this manner. The Attack Step suffers a -2 penalty, and the Damage Step a -1 penalty. When used by someone with the Bank Shot Talent, there is an Attack Step bonus of +1, but the Damage Step penalty remains -1. They can bank the shot as many times as their Bank Shot Talent allows.

"My best use of one of these was to bank a shot off a scorcher's shield and hit his companion in the back. The first one felt so bad at the "accident" that he paused momentarily. That's when I pulled out the used flamers I had..." --I.T.
 

Vial
Cost: 10X/5X

These heads are specially designed to carry a small amount of material and break on impact, delivering the material to the surface of the target. Typically carried materials include acid, contact poison, dye, and any other liquid or powder that the archer might desire. The range modifiers of this type of head are -10/-20/-30, due to the unbalancing effect on the arrow. The Damage Step is reduced to 1 with this type of head. One typical use of this type of tip would be an Archer using a Called Shot to hit a lock with acid, allowing companions access to the chamber beyond.

"I sell some really useful acid, right from the basilisk's back, so to speak. Useful for any situation, chains, doors, trees, an annoying enemy, and now and then just for fun..." --I.T.


Magical

Crystal:
Cost: 50 sp/50 sp

These tips are made of living crystal, and must be re-enchanted yearly at a cost of 10 sp each, or they lose their bonus. These tips give a +2 bonus to the Damage Step.

"I bought these from a sky raider Archer, one of the best shots I've ever seen. We have a little arrangement now, so I can get as many as you want to carry out the door." --I.T.
 

Elemental
Cost: Special

These tips are very expensive and rare in the extreme. They cost twice what an elemental coin of the same type costs, as they are often forged directly from these coins when made. The attributes of the heads depend on the type of element they are forged from.

Air - The range modifiers are +20/+40/+60. Cost 2,000 sp.

Earth - There is a +1 bonus to the Damage Step. There are additional abilities when combined with the Elemental Earth shaft (see below). Cost 200 sp.

Fire - Functions like the Flamer head above, except with a +2 bonus to the Damage Step. These heads require special orichalcum-lined containers to prevent fires. Cost 2,000 sp.

Water - These tips are rarely used by Archers. There are additional abilities when combined with the Elemental Water shaft (see below). Cost 200 sp.

Wood - These tips are very rarely made or used, and often only for very specific purposes (e.g. ritual magic). Statistics for their use would depend on the specifics of the situation, and so are not provided.

"These are the best around. The water and Earth ones are useful, and nobody can deny the Air ones. But the Fire ones are the most fun. Sure they're dangerous, but I just keep praying my Quiver doesn't mix these and my blood tips up. No, that can't happen...forget I said it." --I.T.
 

Blood Magic
Cost: 100 sp/200 sp

These tips are magically powered by the Archer's blood. They are made with metal fins attached to a living crystal core. In contrast to blood charms, blood arrows are empowered just before use, and cause 2 points of blood magic damage that can be healed after the arrow is fired. The Archer draws the blood arrow, uses the tip to cut the forearm and draw blood, which is absorbed into the crystal core of the tip, and then fires the arrow as normal. It does not take any extra time to empower the blood magic tip. The blood tip gives a +2 bonus on the Damage Step if the Attack Test is successful. This bonus only applies for the shot that is made immediately after empowering the tip, any following shots must be empowered in the same manner. Firing the tip without empowering it does not result in any adverse effects, instead the tip does normal damage.

"These are some of the prettiest tips I own. Useful too. The only bad thing is, look here, see all these scars? You can tell anyone who uses them a mile away, just look at their forearm." --I.T.


Shafts

Non-magical

Curving
Cost: 2X/Normal

The shaft is fletched to fly in an curving arc, allowing for certain trick shots. The degree of curvature is dependent on the fletching, and can range from very slight to a full 90-degree turn. The degree of curvature is set at the time the arrow is created. Due to the nature of the fletching, the arrow can curve in two opposite directions, depending on how the Archer nocks the arrow. For example, a typical arrow might be fletched to curve to either the right or left, and the Archer would simply flip the arrow around to make it curve in the opposite direction. These arrows do not spin during flight like normal arrows, and so their range is reduced significantly (-20/-40/-60). The Attack Step is given a -1 penalty when using this type of arrow, due to the changes in flight characteristics.

"These are fun, and they confuse the enemy quite a bit. For me, though, I'd rather use the ricochet tips - more accurate. Just a personal thing." --I.T.
 

Flamer
Cost: 2X/2X

This shaft is made of special wood, designed to burn well when exposed to flame. These are often combined with Flamer heads and designed so that the burning head of the arrow catches the shaft on fire during flight. Flammable objects hit by a flamer shaft have more time to catch fire, and damage from such a shaft, if not removed, is prolonged. Every round for 10 rounds after a successful hit, the arrow causes Step 4 damage to the target.

"These are useful for those special occasions when you have to burn somebody out. I usually keep a couple around, just in case. You want that many? Might I ask what for...?" --I.T.
 

Flight
Cost: Normal/Normal

These shafts are longer and lighter, and are designed to fly greater distances. They have a -1 penalty to the Damage Step due to their light weight, and their range modifiers are +10/+20/+30.

"These are fun to take out those confident Therans, who sit just outside what they think is your bow range and watch. And if you put the Fire tip on, they're even more fun. Have I shown you those yet?" --I.T.
 

Prestressed
Cost: Normal/Normal

These arrows are designed to break upon impact. They are often used during sieges where the attackers want to prevent the enemy from reusing their arrows. Any normal arrow can be changed into one of this type in one round by an Archer with a successful Half-Magic test against a Difficulty of 6.

"These are pretty easy to make. Well, for me they are. I've already made these, and I'll give them to you cheap." --I.T.
 

String
Cost: 5X/2X

The string shaft is hollow, and contains packed string, usually hair from some creature magically joined end to end and painted red. As the arrow flies from the bow, the string spools out behind it (assuming the Archer tied it down before firing) to a maximum distance of 100 yards. Two varieties exist, one where the string remains attached to the shaft at the end of flight, bringing the arrow to a halt, the other where the arrow continues to fly and leaves the string behind. There is a -1 penalty to the Damage Step, and the range modifiers are -10/-20/-30 due to the extra drag.

"Never used one, but that's probably because I'm not very creative. I'm sure they have uses, just haven't figured one out yet." --I.T.
 

Whistler
Cost: 5X/Normal

This shaft is carved to let out a low whistling sound when shot from a bow. They are often used to signal attacks. Depending on the way the shaft is cut, the sound can range from a high-pitched whistle to a low moan. In no case will the sound be loud enough to sound over pitched melee unless it flies very close by.

"I love to play with these. Scared off many a superstitious villager with one of these. It's none of your business why I had to scare off villagers. Have I shown you the Fire tips yet...?" --I.T.


Magical

Elemental

Cost: Special

These shafts, like their corresponding heads, are rare, and cost even more to make. They are usually only found in treasure troves from the pre-Scourge era or possessed by palatial guards. They cost three times their corresponding elemental coin value, and are remarkably thinner than a normal shaft due to their increased strength. Their attributes are dependent on the type of element they are forged from. All of the shafts are unbreakable short of magical means.

Air - The range modifiers are +20/+40/+60. Cost 3,000 sp.

Earth - None. When combined with Elemental Earth tip, can pierce stone and earth as if it doesn't exist. Cost 300 sp.

Fire - Works like the Flamer shaft, but the damage will last forever. These require special containers to hold, and also modifications to the bow or crossbow firing them. Orichalcum is used to line all of the surfaces these arrows come into contact with, and the nock of the shaft is covered with orichalcum. Cost 3,500 sp.

Water - None. When combined with Elemental Water tip, can be used underwater as effectively as in the air, with no range penalties. Cost 300 sp.

Wood - This type of shaft is extremely rare, since True Wood is so difficult to acquire. Any shafts of this type are made for specific purposes (e.g. ritual magic).

"This Fire shaft I retrieved from a tree as it burst into flames. It was shot at me when I was scouting out a Theran ruin we believed was empty. I took it as a warning, but I couldn't leave the arrow, not one that interesting. I used some orichalcum gloves I had (don't ask, long story) to pull it out, and then I ran. Never had the urge to go back again, but I could get you the map there, for a fair price..." --I.T.
 

Levitating
Cost: 20X/20X

This arrow is unaffected by gravity, and flies in a straight line after being fired. It still suffers the range Attack modifiers as normal, but Long range is extended for a great distance, usually equal to several miles, before the bolt ceases forward movement. After it stops moving, it slowly drifts towards the ground over a period of several hours. They also enable Archers to fire their weapons in narrow spaces, like corridors, for long ranges without having to worry about the arc of normal arrows. These arrows are crafted with the use of a Named Spell of Levitation made permanent on the arrows, and so are very rare as the wizard must spend Legend Points to create them (see Magic: A Manual of Mystic Secrets, p. 36).

"This shaft's uses are limited only by your imagination. Again, mine's pretty poor, so I've only used one, but it did the job!" --I.T.


Manufacture

These shafts and heads can all be made by an Archer using the Half-Magic rules given in The Adept's Way (p. 114), with the exception of the magical arrows, which need to be created with the assistance of more specialized Adepts (Weaponsmiths, Wizards, or Elementalists). The costs given are for buying the shafts and heads from someone else, the costs for an Archer manufacturing them are based on the materials used. Making non-magical shafts and heads takes twice as long as making normal arrows (except for Armor-piercing and Broad tips, and Flight and Curving shafts, which take the usual amount of time). Making magical arrows requires the efforts of someone who is able to work with the materials in question (True Elements or crystal) or cast the spells required (Levitation), and so the time for construction depends on other factors, but is no less than four times the normal amount of time.


The Threaded Quiver

In addition to manufacturing arrows and bolts, Archers can manufacture a special magical item called the Threaded Quiver. Many Archers individualize their Quiver, which can be made of any material, by adding personalized designs to the surface. The Quiver is also often lined with orichalcum in order to hold Elemental Fire, and can have multiple compartments to hold different arrows. The creation of the Quiver takes the Archer three Circles, and specific tasks must be performed at each Circle in order to continue the creation of the Quiver. The Archer can not begin to create a Quiver before Second Circle, and so can not finish creation of the Quiver until Fourth Circle at the earliest.

The first task the Archer must perform is the acquisition of the materials. The materials used should be very fine, such as expensive leather, espagra skin, or other hard-to-acquire materials, including the orichalcum that might be needed to line the Quiver. The second task is the manufacture of the Threaded Quiver. The time required for this task depends on the complexity and intricacy of its design, but should take no less than a week of time. Both of the first two steps require the Archer to make a Perception-based Half-Magic Test against a Difficulty Number of 12 to succeed. The third step is the weaving of a Thread to the Quiver. Using the Thread Weaving Talent, the Archer weaves a Thread at Rank 1 to the Threaded Quiver, thereby enchanting it with its unique powers (see below). It can then also be used to create Threaded Arrows (see below).

The Quiver grants the Archer several unique and useful abilities. The Quiver can, upon request, "offer up" an arrow or bolt to the Archer. The Archer simply has to think of the desired arrow, and then, reaching for it in the quiver, will retrieve the arrow. This is useful for Archers who use many different types of arrows, often specialty ones, as described above, or when using the Quick Shot Talent. Also, the quiver can hold more arrows or bolts than its size might indicate. Although the exact number is left up to the GM, the Quiver typically holds twice the number of arrows or bolts a regular quiver of the same size would hold, and cuts the weight of these arrows in half. Note that only arrows and bolts receive this weight reduction, anything else placed in the quiver will weigh normal. In addition to all this, the Quiver has more abilities when used to make Threaded Arrows.

"I made my Quiver from Invae skin. I know that sounds disgusting, but I spent most of the time during the beginning stages of the Quiver fighting those cursed spirits that I thought it would be appropriate. Made the quiver very resistant to injury, let me tell you. Yes, spirits, not Horrors. Who's the expert here? Let me tell you a story..." --I.T.


Threaded Arrows

The Archer, through the Threaded Quiver, can create Threaded Arrows. Any arrows can become Threaded Arrows, although most Archers will use either magical arrows or personally created arrows. To make a Threaded Arrow, the Archer must place the arrow in the Threaded Quiver, which already has a Thread woven to it. The Archer then calls for the arrow, pulls it from the Quiver, and fires it at the target. This target is usually ceremonial, but can be anything. The Archer then retrieves the arrow, which is now capable of being magically connected to the Quiver. At any time after this ceremony, the Archer can choose to raise the Rank of the Thread woven to the Threaded Quiver. Doing so magically links up to three arrows, now called Threaded Arrows, to the Threaded Quiver, in essence making them one magical item. The Arrows' and the Quiver's Patterns fuse together, and the Archer has a Thread woven to this new Pattern. Since each Rank after the first in the Thread woven to the Threaded Quiver can support three arrows, an Archer with one Thread of Rank 6 woven to the Threaded Quiver can link the Quiver to fifteen Threaded Arrows (three for each Rank after the first). The number of arrows linked in this way is determined when the Rank in the Thread is acquired, with a maximum of three.

Threaded Arrows are useful in several ways. They can be called back to the Quiver using an ability similar to the Call Arrow Talent (ED, p. 100), except that all Threaded Arrows are returned within the round. No roll needs to be made. Also, Threaded Arrows receive a +1 bonus to any Talent Step involving the firing of the Arrow, e.g. Called Shot, Missile Weapons, Bank Shot, True Shot, but not to Talents where the Arrow isn't actually fired (Stopping Aim, Mystic Aim). Direction Arrow does not receive such a bonus. The Flame Arrow Talent is typically not used on Threaded Arrows, as it destroys them, but if it is, it also does not receive the bonus. Threaded Arrows also get a +1 bonus to the Damage Step when they strike.

Most Archers work very hard to create a set of Threaded Arrows, linked to their Threaded Quiver. The Arrows are typically manufactured by the Archer, and have been personalized to suit the Archer's tastes. The Arrows and Quiver provide the Archer with many advantages, but are also the Archer's weak spot. Many Archers have the quiver as one of their Pattern Items, usually at least a Minor one, and they must wait a year and a day after the loss or destruction of a Threaded Quiver to begin construction on a new one. The Quiver and Arrows provide none of the normal benefits for anyone other than the Archer who created them, nor can they ever be made to, but possessing them provides a distinct advantage over the Archer. Most Archers will go to great lengths to recover their Threaded Quivers and Arrows, for obvious reasons.

"I spent the better part of a week once trying to get back one of my Threaded Arrows. The Quiver couldn't call it, and it turned out to have fallen into a zone where magic simply failed to function. Don't ask me to explain. Our wizard couldn't figure it out. You don't believe me again? Let me tell you a little something about the Western Catacombs. Yes, in Parlainth..." --I.T.


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