Bazaar of the Bizarre
 
Advanced Dungeons & Dragons Magic Items - Dragon Dragon 135
Arrow of aggravation Arrow of antimagic Arrow of blinding Arrow of bow-breaking Arrow of burning
Arrow of clairaudience Arrow of clairvoyance Arrow of disintegration Arrow of distance Arrow of explosions
Arrow of faerie fire Arrow of fire Arrow of force Arrow of harm Arrow of holding
Arrow of LIGHTNING Arrow +3, lycanthrope SLAYER Arrow of misdirection Arrow of multiplicity Arrow of penetration
Arrow of piercing Arrow of polymorphing Arrow of pursuit Arrow of returning Arrow of rock piercing
Arrow of roping Arrow of scent detection Arrow of screaming Arrow of Set Arrow of signaling
Arrow of silence Arrow +5, stirge's bite Arrow of perseverance - -
-
Nock pull, aim, hold — and fire!

In DRAGON® issues #127 and #133, we
presented an assortment of bows, crossbows,
quivers, and nonmagical arrows for
eagle-eyed archers. This month, we
present magical arrows for all occasions.
From 1-4 of each sort of arrow may be
found in a treasure hoard, unless otherwise
stated. All arrows that hit their targets
are destroyed; those that miss are
50% likely to be broken or otherwise
rendered useless, though unbroken
arrows may be collected and reused with
their powers intact. If an arrow misses its
target, the DM must determine where the
arrow finally does strike, and should consider
the resulting effects.

Arrow of aggravation
This cursed arrow infuriates any being
it hits, granting its victim a bonus of +2
on ?to hit? and damage rolls as well as on
saving throws, but causing the victim to
lose one point of AC. These
effects last for 1-6 turns, during which
time the target will do everything in its
power to slay the archer. The arrow does
no damage at all to its victim.
    XP Value: Nil
    GP Value: 100
    Created by: Dan Snuffin

Arrow of antimagic
This magical arrow has a +2 bonus to
hit but causes no damage if the target is
struck. Instead, the arrow automatically
negates all magic within a 10' radius of the
target for 3-30 rounds. (If the arrow
misses its target, the area of effect is centered
on the first thing the arrow hits.) All
magical items in the area of effect, except
for artifacts and relics, are rendered inert
for the duration of the arrow?s effect. All
spells cast by, on, and around the target
are dispelled, regardless of the caster's
level. Illusions of all sorts are likewise
nullified. Spell-casters are also unable to
cast any spells for the duration of the
effect of this arrow.

Note that the arrow's effect causes the
target, and the area of effect around it, to
be rendered immune to magic. Therefore,
fireballs, magic missiles, and the like will
not cause any damage to the target, nor to
anyone within 10?. Only one such arrow
may be found at a time.
    XP Value: 60
    GP Value: 360
    Created by: Marc Andreessen

Arrow of blinding
When this arrow hits a target, it
explodes in a flash of light that blinds
everyone within 60' of the point of impact
for 2-12 turns unless a saving throw vs.
breath weapon is made. The archer must
be outside the area of effect to avoid the
blinding effects.
    XP Value: 20
    GP Value: 120
    Created by: Dan Snuffin

Arrow of bow-breaking
This arrow breaks any bow used to fire
it, unless the bow makes a successful
saving throw vs. crushing blow at -4.
    XP Value: Nil
    GP Value: 100
    Created by: Mark DeForest

Arrow of burning
All creatures are considered to be AC 10
against this arrow, although creatures
with a high dexterity receive their armorclass
bonus. With any successful ?to hit?
roll, the arrow engulfs the target in a
flaming shroud that does 4-24 hp <fire> damage
(no save), affecting only the victim and a 1?
radius around him for one round. Creatures
that are touching the target when
the arrow strikes may make a saving
throw vs. spells for half damage. All equipment
on the victim must save vs. magical
fire at -2. An arrow of burning may be
used to burn through an average-sized
dungeon door in 2-5 rounds.
    XP Value: 100
    GP Value: 600
    Created by: David Pemberton

Arrow of clairaudience
This arrow gives the archer the ability to
hear sounds within range of the arrow?s
location. As with the arrow of clairvoyance
that follows, this arrow is activated
by saying the command word (?Listen!?)
and shooting the arrow. The archer is
then able to hear sounds from the arrow?s
location by covering his ears and concentrating.
Sounds within a 15? radius around
the arrow may be heard in this manner.
This arrow can ?hear? anything louder
than regular breathing. The range of the
clairaudience is 240 yards, and its duration
(once the arrow is fired) is six turns.
    XP Value: 20
    GP Value: 120
    Created by: Mark DeForest

Arrow of clairvoyance
This arrow gives its user the ability to
see an area from the location of the
arrow. This field of view is equal to the
archer's normal field, and is activated by
sounding the command word ("Vision!")
and firing the arrow. The archer is then
able to see the area in front of the arrowhead
by closing his eyes and concentrating.
Normal restrictions for distance of
vision apply with this magical arrow. In
addition to normal vision, the arrow
grants infravision and ultravision, both of
which are limited to a 10? radius around
the arrow?s location. The range of the
clairvoyance is 240 yards, and its duration
(once the arrow is fired) is six turns.
    XP Value: 20
    GP Value: 120
    Created by: Mark DeForest

Arrow of disintegration
This arrow is +1 to hit but has -4 on
its saving throws. The arrow?s effect is the
same as the sixth-level magic-user spell
disintegrate, except that it does not affect
targets of a magical nature. The effects of
the arrow also differ from the spell in that
only nonliving material up to 20 cubic feet
in volume may be obliterated. If the arrow
misses its target and does not disintegrate
anything, the arrow turns to dust. If a
living victim is struck by this arrow, the
victim takes normal damage (1-6 hp) but
can only be healed by magical spells,
potions, or powers; normal healing is
ineffective.

The arrow of disintegration is made
from a long shaft of oak and an arrowhead
made of lodestone. The flights are
usually made from the feathers of rare
birds. Often, magical words are inscribed
on the shaft of the arrow; these must be
repeated before the arrow is fired. Only
one such arrow may be found at a time.
    XP Value: 60
    GP Value: 360
    Created by: Jamil Alam

Arrow of distance
When shot, this arrow has a range equal
to twice that of a normal arrow, depending
upon the type of bow from which the
arrow is fired. This extended range does
not, however, affect distances of short and
medium range, so all distances beyond
normal are considered long range. The
arrow also has a +1 bonus to hit and
damage.
    XP Value: 25
    GP Value: 150
    Created by: Mark DeForest

Arrow of explosions
When nocked into a bow, this arrow
explodes into a 6-HD fireball (as if cast by
a 6th-level magic-user). The archer gains
no saving throw against this effect, and
the personal possessions he carries must
save vs. fireball at -4.
    XP Value: Nil
    GP Value: 500
    Created by: Dan Snuffin

Arrow of faerie fire
This arrow covers any man-size or
smaller creature it hits in faerie fire, as
per the 1st-level druid spell of the same
name. The spell lasts 12 rounds. Normal
damage is also done to the victim.
    XP Value: 20
    GP Value: 120
    Created by: Mark DeForest

Arrow of fire
This arrow bursts into flame immediately
after it is shot. An arrow of fire does
normal arrow damage plus 1-6 hp fire
damage to any creature it hits. All creatures
native to the plane of Elemental Fire
are immune to the fire damage, but colddwelling
creatures take +2 hp damage
from this arrow. Any clothing worn by the
victim must make a saving throw vs. normal
fire or be destroyed.
    XP Value: 40
    GP Value: 240
    Created by: Mark DeForest

Arrow of force
This arrow causes the creature struck to
make a saving throw vs. spells at -3. If
the save is unsuccessful, the creature is
encased in a forcecage for 3 turns (see the
seventh-level magic-user spell for details).
Due to its great degree of power, the
arrow of force provides a -3 penalty on
its ?to hit? roll. No damage is done to the
victim.
    XP Value: 80
    GP Value: 480
    Created by: Alan Grimes

Arrow of harm
This arrow does double normal damage
to one specified type of creature. If used
on any creature other than that specified
for the arrow's use, normal damage is
done to the target. The following table lists
the most basic types of creatures for
which arrows of harm are created. At the
DM's discretion, other monsters and demihuman
races may be added.
 
1d8 Creature type
1 Aquatic creatures
2 Daemons, demons, and devils
3 Demihumans
4 Dragons
5 Elementals
6 Giants
7 Lycanthropes
8 Undead

    XP Value: 80
    GP Value: 480
    Created by: Mark DeForest

Arrow of holding
This mystical arrow is inscribed with
strange runes. When it hits its target, the
target must make a saving throw vs. spells
or freeze as if affected by a hold spell.
This effect lasts for 2-8 melee rounds. The
victim takes no other damage.
    XP Value: 50
    GP Value: 300
    Created by: Dan Snuffin

Arrow of lightning
This arrow has a +2 bonus to hit and
causes 1-6 hp damage, plus 20 hp electrical
damage. When the arrow hits, it emits a
large and bright flash of light for a split
second (long enough to light up a dungeon
corridor). Anyone touching the victim
suffers 1-10 hp electrical damage. The
arrow is consumed in the lightning
charge. If the arrow misses its intended
target, it discharges all of its electrical
energy upon hitting the ground (or any
other solid object, such as a dungeon wall).
    XP Value: 100
    GP Value: 600
    Created by: Jon Deiss

Arrow +3, lycanthrope SLAYER
This silver-tipped arrow not only gives a
+3 bonus to attack and damage rolls, but
also slays any lycanthrope it strikes, in
beast or human form, unless the creature
struck makes a saving throw vs. death
magic. A successful saving throw causes
the victim to take double damage from the
arrow.
    XP Value: 200
    GP Value: 1,200
    Created by: Dan Snuffin

Arrow of misdirection
This arrow is similar to an arrow of
direction (Dungeon Masters Guide, page
137); the difference is that this cursed
arrow tells the wrong direction.
    XP Value: Nil
    GP Value: 100
    Created by: Dan Moynihan

Arrow of multiplicity
For every 30' this arrow travels, another
arrow appears in flight alongside the
original arrow (for a total of up to 10
arrows). Also, each arrow receives an
individual "to hit" roll with no bonuses
added to each roll. For example, a fighter
fires one of the these arrows from a bow
+3. The arrow travels a distance of 65'.
Three arrows will reach the target, all of
them having normal "to hit" chances
(counting none from the magical bow).
    XP Value: 100
    GP Value: 600
    Created by: Alan Grimes

Arrow of penetration
This magical arrow has no "to hit" or
damage bonuses. Once fired from a bow,
however, an arrow of penetration keeps
going, phasing through any nonliving
material in its path, until it reaches its
maximum range or strikes a living object.
Against this arrow, normal armor and
shields are ignored in the determination of
armor class. Magical armor and shields
improve the AC of the victim by
one for each +1 of protection they provide,
as do rings and cloaks of protection;
bracers of defense, however, are useless.
Bonuses for cover and concealment, unless
made of living material, are ignored. Creatures
totally hidden from view are treated
as invisible (-4 to hit them). Magical protections
and armor-class adjustments for
high dexterity still apply. The armor class
of creatures with natural armor remains
unaffected.
    XP Value: 50
    GP Value: 300
    Created by: Robert Benedetti

Arrow of perseverance
Once shot, this arrow goes after its
target regardless of range, as long as the
target is within view. The arrow, however,
gains a cumulative -1 to hit for every 100
yards beyond its maximum range that it
travels. Once the arrow gains a total of a
-10 penalty to hit, it vanishes. The arrow
has a +2 bonus to damage.
    XP Value: 50
    GP Value: 300
    Created by: Alan Grimes

Arrow of piercing
The target of this missile must save vs.
petrification or lose all protection provided
by armor and hide. The subject has AC
10 with regards to this missile attack if the
saving throw is failed, and the arrow then
does maximum damage (6 hp, plus the
strength bonuses of the archer if applicable).
The arrow does normal damage--if the
victim makes his saving throw.
    XP Value: 50
    GP Value: 300
    Created by: Dan Snuffin

Arrow of polymorphing
An arrow of polymorphing is as rare as
an arrow of slaying, and is thus infrequently
encountered. This arrow is +3 to
hit but not to damage. Besides taking
normal damage from being hit, a creature
struck by an arrow of polymorphing must
save vs. spells. If successful, nothing further
occurs. If the the creature fails to
save, it is polymorphed into another form.
Only one arrow of this type may be found
at a time.

There are six different kinds of arrows
of polymorphing; when found, a random
roll is required to determine the arrow
type. Note that the only creatures affected
by arrows of polymorphing are those that
are susceptible to the spell polymorph
other. Arrows of polymorphing are classified
according to the form into which they
change the recipient. The six different
arrow types are as follows:
 
1d6 Form assumed
1 Stone
2 Monster
3 Ice
4 Small animal
5 Paper
6 Glass

Stone: A creature hit by an arrow of this
type becomes petrified as if struck by a
cockatrice.  The duration of the petrification
is permanent, although spells such as
stone to flesh or limited wish may be used
to reverse the effects of the arrow.

Monster: This arrow polymorphs the
victim into a randomly determined monster.
The DM may either devise a table of
monsters of his own or employ the suggested
monster types shown below. If the
victim?s personality is lost, the monster
attacks all nearby creatures until it is
killed or until there is nothing left for it to
fight. The effects last until dispelled. The
suggested monster types are as follows:
 
1d6 Monster
1 Werewolf
2 Medusa
3 Ogre
4 Troll
5 Owlbear
6 5-headed hydra

Ice: This is perhaps the most deadly of
the various types of arrows of polymorphing.
A creature hit by one of these
arrows is instantly transformed into a
statue of solid ice. Unless the statue is kept
at a temperature below freezing, it will
melt away, completely destroying the
polymorphed creature in the process. The
ice statue lasts for as many rounds as the
target creature has hit points. If the ice
form is undone by a dispel magick spell
(against 12th-level magic use) or by other
magical means, the victim is restored to
life if a system shock roll is made; otherwise,
the victim reappears, but is dead.
For every round spent in the ice form, the
victim loses 1 hp from the effects of melting;
thus, a fighter restored to life after 12
rounds of being in ice form will have lost
12 hp.

Small animal: An arrow of this sort
transforms the creature it hits into a small,
harmless animal such as a mouse (AC 8;
MV 6"; HD ¼; hp 1; #AT nil). This form
lasts until dispelled.

Paper: This type of arrow reduces the
individual it hits to a 2-dimensional
paper replica of itself. This "paper doll" is
life-size and is highly flammable. The
duration of this effect is only 4-24 turns.
After this time has expired and if the
paper has not been destroyed, the individual
returns to normal. These paper dolls
may be folded and carried without injury
to the polymorphed individual (unless the
effect expires, which causes the individual
to return to his normal size and shape).

Glass: This final arrow type turns a
creature it hits to solid glass. The effects
of this arrow are permanent and may only
be reversed with a stone to flesh or similar
spell. A glassteel spell will preserve the
victim from most harm until further aid
can be rendered, but the spell must be
removed before the victim is fully restored
by other means.
    XP Value: 225
    GP Value: 1,350
    Created by: John M. Boback

Arrow of pursuit
The arrow of pursuit is +3 to hit and
damage. When shot from a bow, the
arrow unerringly seeks out the living
being with the greatest number of hit
points within its range, then heads for that
being -- no matter which target was actually
aimed for. In addition, if the arrow
misses on its first pass, it returns on the
following round after a long curved flight
and attempts to hit the target a second
time, only with a +2 bonus to hit and
damage. If the second pass misses, it tries
one last time on the following round with
a +1 to hit and damage. If it fails then, it
crashes into the earth and is destroyed.
This arrow has a range of three miles,
though it does not often need to follow its
target that far.

The arrow of pursuit is very useful
when a character wants to pick off a
group leader who is moving about in an
army, protected by troops. In this case, the
arrow winds its way in and out of the
troops until it hits its TARGET. Only one such
arrow may be found at a time.
    XP Value: 85
    GP Value: 500
    Created by: Jon Deiss and Jamil Alam

Arrow of returning
Once shot, this arrow will return to the
archer's quiver after an unsuccessful
attempt to strike its target has been made.
An arrow of returning is +1 to hit and
damage. It returns in the segment of a
round following that in which it was fired.
For example, a ranger fires an arrow of
returning at a dragon. Its ?to hit? roll is
not high enough to damage the dragon, so
the arrow returns to the ranger?s quiver,
where it can be used again as the ranger?s
very next shot.
    XP Value: 40
    GP Value: 240
    Created by: Alan Grimes

Arrow of rock piercing
This arrow is made of a special, magical
metal. When used by an archer of at least
16 STR, this missile automatically hits
its intended target ? which is a specific
point of nonliving rock, into which the
arrow sinks, leaving around 6? of the rear
of its shaft exposed. A small steel ring is
set into the rear of this arrow, to which
can be tied a thin line or cord. If an archer
with an arrow of piercing encounters a
deep chasm with no way across, he needs
only to tie a rope to the end of the arrow
and shoot the arrow at the intended target.
The arrow automatically hits its target
dead center, and the archer can now cross
the chasm. If a character of less strength
attempts to fire this arrow; the arrow
bounces off the rocky surfaces at which it
is fired.

The arrow of piercing is reusable; in
order to retrieve the arrow, the archer
must simply grasp the arrow firmly with
both hands and pull it from its target. The
arrow will then slide out if an open doors
roll is made. If the roll is failed, another
attempt may be made one turn later.

This arrow actually bounces off any
fleshy creature at which it is fired (doing
no damage), but it acts as an arrow +5
against any live or animated target composed
of stone (e.g., stone golem, crysmal,
etc.). Additionally, it will instantly slay any
creature that has been petrified (treat
stone as AC 0) if a saving throw vs. death
magic is failed; a successful save means
only double damage.
    XP Value: 50
    GP Value: 300
    Created by: Robert M. Frame

Arrow of roping
When fired, this magical arrow leaves a
smoky brown trail through its entire arc
of flight. The trail solidifies into a solid
brown rope when the arrow strikes its
target, bonding always to the bow that
fired it. The arrow always bonds to any
type of wood it strikes, and has a 70%
chance of penetrating and bonding to
stone or metal. Once bonded, the arrow
will never pull free (unless excessive
weight is applied), and will only bend if a
successful bend bars roll is made. The
rope can support up to 500 lbs. of weight
at once before it breaks or the arrow pulls
free (50% chance of either).
    XP Value: 20
    GP Value: 120
    Created by: David Pemberton

Arrow of scent detection
This arrow allows its user the ability to
smell odors from the location where the
arrow lands, as per the arrows of clairaudience
and clairvoyance. This ability is
activated by sounding the command word
(?Scent!?) and shooting the arrow. The
archer can then smell odors around the
arrow?s location by plugging his nose and
inhaling. In so doing, the archer is able to
breath normally, inhaling air from the
arrow?s location. One major drawback of
this arrow?s use is that poisonous and
harmful gases and such may be inhaled in
this manner, affecting the archer as if he
were breathing the gases normally. If the
arrow is entirely buried in water or mud,
the arrow?s user will cough and choke for
one round, being unable for that time to
breath, fight, move, or defend himself.
This effect wears off immediately afterwards,
leaving the archer no worse for the
experience. Odors within 30? of the arrow
may be so sensed. Few archers use this
arrow, though some rangers and scouts
have used it to detect monsters with an
especially strong or distinctive scent.
    XP Value: 20
    GP Value: 120
Created by: Mark DeForest

Arrow of screaming
When this missile is fired, it emits an
ear-shattering scream that deafens all
beings within 30? of its flight path for 3-6
rounds (including the archer, unless protected
as mentioned below). In addition,
those affected drop everything and cover
their ears during the melee round in
which the arrow is in flight. Furthermore,
spell-casters lose their concentration, so all
spells to be cast during this time are lost.
There is a 15% chance that a set of ear
plugs are found with these arrows, to
protect the archer from an arrow?s effects.
    XP Value: 20
    GP Value: 120
    Created by: Dan Snuffin

Arrow of Set
At first glance, this arrow appears to be
an ordinary arrow. Closer examination
reveals the arrowhead to be made of bone,
carved to resemble the head of a serpent.
An arrow of Set is +1 to hit and damage.
Anyone hit by one of these arrows must,
save vs. poison at -1 or die within 1-4
rounds. A character who makes his saving
throw takes 2-12 hp damage from the
venom in addition to the damage taken
when hit. The arrowhead disintegrates on
impact.

Making an arrow of Set requires bone
from a poisonous snake (for the arrowhead)
plus the snake?s venom (in which to
steep the arrowhead). A cleric must be
present to cast poison on the arrowhead
during the enchantment. Only one such
arrow may be found at a time.
    XP Value: 250
    GP Value: 1,500
    Created by: Gregg Chamberlain

Arrow of signaling
This magical arrow has a brightly colored
shaft, usually red, orange, or yellow
in color. It sports a crystalline point. If
used as a weapon, it does normal damage.
However, if fired directly into the air to at
least 100 yards over the head of the firer,
it leaves a trail of glittering sparks behind
it from the 100-yard height up to a height
of 500 yards, regardless of the type of bow
from which it was fired. When the arrow
is 500 yards above the firer, the arrowhead
explodes in a sphere of light 100
yards across, in the same color as was on
the arrow's shaft. This ball of light is visible
for many miles and lasts for 2-8 melee
rounds before fading. The arrow disintegrates
upon bursting.
    XP Value: 20
    GP Value: 120
    Created by: Clark Timmins

Arrow of silence
This magical arrow is very useful indeed
?especially when PCs are seeking entry
to some heavily guarded fortification. Not
only does this arrow hide the ?twang? of
the bow shot; it also silences any noise
made by its target. Furthermore, any
actions conducted within a 15? radius of
the arrow are cloaked as if by a permanent
version of the clerical spell, silence
15’ radius. Thus, characters could toss a
grappling hook over a castle wall without
being heard.
    XP Value: 20
    GP Value: 120
    Created by: Cordon R. Menzies

Arrow +5, stirge's bite
This arrow has a steel shaft and is rather
large in size. When the arrow hits, it
drains one ounce of its target's blood,
which is then stored in a hollow compartment
in the shaft. The following round,
the arrow detaches itself from its victim
and may be recovered later by the archer.
Due to the importance of blood as an
ingredient in the fabrication of scroll inks
and potions, this arrow is highly prized by
magic-users, clerics, and alchemists.
    XP Value: 130
    GP Value: 780
    Created by: Dan Snuffin

JULY 1988