Ruins of Adventure
Order of the Arrow Spells
Copied from TSR11612 “Diablo II: The Awakening” without permission…
Originally developed by the Elves of Cormanthyr, as a way to enhance their already impressive archery, knowledge of the Order of the Arrow has since propagated to warriors around Faerun and been adapted for use with all manner of ranged weapons.
Order of the Arrow Spell List:
- 1st: Magic Arrow, Fire Arrow, Charged Arrow, Inner Sight
- 2nd: Poison Arrow, Power Strike, Cold Arrow
- 3rd: Caustic Arrow, Exploding Arrow, Protection from Normal Missiles
- 4th: Guided Arrow, Impale, Plague Arrow
- 5th: Fist of Fury, Valkyrie
- 6th: Lightning Fury, Lightning Strike
Note: While the various Order of the Arrow spells refer to bows and arrows, a character taking the Order of the Arrow proficiency may specify another group of missile weapons to apply the spells to (such as darts, crossbows, pistols, etc). Only a single Tight Group of weapons can be used with the Order of the Arrow spells (thus a character who chooses Darts may never use these spells with a Bow, and vice versa), and once chosen, this may not be changed.
The following Tight Groups of weapons are valid for use with the Order of the Arrow proficiency:
- Bows
- Blowguns
- Crossbows
- Darts
- Slings
- Matchlocks
- Wheellocks
- Flintlocks
- Handgunnes
- Rifles
Caustic Arrow
(Conjuration)
Level: 3rd
Range: Touch
Components: V
Duration: 1 round per 3 levels
Casting Time: special
Area of Effect: 1 arrow
Saving Throw: none
By means of this spell, the caster enchants and fires a single arrow, at her normal chance to hit. The arrow deals 2d4 points of acid damage. For every 3 levels of the caster, the acid continues to burn for an additional 2d4 points of damage per round.
The casting time of this spell is equal to the weapon speed of the bow being used. Only one arrow may be fired in the round the spell is cast. The arrow is destroyed by the spell.
Charged Arrow
(Conjuration)
Level: 1st
Range: Touch
Components: V
Duration: 2 rounds
Casting Time: special
Area of Effect: 1 arrow
Saving Throw: partial
By means of this spell, the caster enchants and fires a single arrow, at her normal chance to hit. The arrow deals 1d6 points of electricity damage, and the target must make a save vs. spells or suffer an additional 1d6 points of damage the next round from the electrical current running through their body.
The base damage and subsequent damage increase by 1d6 points every 3rd level (2d6 at 4th level, 3d6 at 7th), to a maximum of 4d6 at 10th level.
The casting time of this spell is equal to the weapon speed of the bow being used. Only one arrow may be fired in the round the spell is cast. The arrow is destroyed by the spell.
Cold Arrow
(Conjuration)
Level: 2nd
Range: Touch
Components: V
Duration: instantaneous
Casting Time: special
Area of Effect: 1 arrow
Saving Throw: partial
By means of this spell, the caster enchants and fires a single arrow, at her normal chance to hit. The arrow deals normal weapon damage, plus an additional 1d6+1 points of cold damage per three levels of the caster (to a maximum of 5d6+5 at 15th level).
The casting time of this spell is equal to the weapon speed of the bow being used. Only one arrow may be fired in the round the spell is cast. The arrow is destroyed by the spell.
Exploding Arrow Arrow
(Conjuration)
Level: 3rd
Range: Touch
Components: V
Duration: instantaneous
Casting Time: special
Area of Effect: 1 arrow
Saving Throw: half
By means of this spell, the caster enchants and fires a single arrow, at her normal chance to hit. The arrow is charged with lethal energies that explode when the arrow hits. All creatures within a 15-ft. radius of the point of impact suffer 1d6 fire damage per two levels of the caster, round up (to a maximum of 10d6 at 19th level). Creatures in the area are allowed a save vs. spells to take half damage.
The casting time of this spell is equal to the weapon speed of the bow being used. Only one arrow may be fired in the round the spell is cast. The arrow is destroyed by the spell.
Fire Arrow
(Conjuration)
Level: 1st
Range: Touch
Components: V
Duration: 2 rounds
Casting Time: special
Area of Effect: 1 arrow
Saving Throw: partial
By means of this spell, the caster enchants and fires a single arrow, at her normal chance to hit. The arrow deals 1d6 points of fire damage, and the target must make a save vs. spells or catch on fire, suffering an additional 1d6 points of damage the next round.
The base damage and subsequent damage increase by 1d6 points every 3rd level (2d6 at 4th level, 3d6 at 7th), to a maximum of 4d6 at 10th level.
The casting time of this spell is equal to the weapon speed of the bow being used. Only one arrow may be fired in the round the spell is cast. The arrow is destroyed by the spell.
Fists of Fury
(Conjuration)
Level: 5th
Range: Touch
Components: V
Duration: 1 round per 2 levels
Casting Time: 5
Area of Effect: 1 fist
Saving Throw: none
By means of this spell, the caster summons a disembodied fist that takes up station around the caster. The fist is spiritually linked to the caster, and simultaneously launches the very same non-magical attacks at the caster’s enemies that the caster himself launches. Thus, if the caster fires 2 non-magical arrows at a specific target during a round, the fist also launches 2 arrows at the same target, with the same THAC0 and damage.
The Fist can mimic magical attacks if the caster has the same spell memorized twice. In which case the Fist will duplicate the attack, wiping the second spell from the caster’s memory.
The Fist fades away when the duration has elapsed, or when Dispelled. The fist can also be attacked physically as a creature with AC 18 and 36 hit points.
Guided Arrow
(Conjuration)
Level: 4th
Range: Touch
Components: V
Duration: Instantaneous
Casting Time: special
Area of Effect: 1 arrow
Saving Throw: none
By means of this spell, the caster enchants and fires a single arrow. The arrow accelerates towards any target within bow range, automatically hitting (no attack roll needed). The arrow deals normal damage, plus an additional 1d6 points of damage per caster level beyond 6th (to a maximum of 10d6 at 16th level) due to the magical acceleration.
The casting time of this spell is equal to the weapon speed of the bow being used. Only one arrow may be fired in the round the spell is cast. The arrow is destroyed by the spell.
Impale
(Conjuration)
Level: 4th
Range: Touch
Components: V
Duration: Instantaneous
Casting Time: special
Area of Effect: 1 arrow
Saving Throw: none
By means of this spell, the caster enchants and fires a single arrow, at her normal chance to hit. The arrow gains a +4 bonus to hit and inflicts 10d6 +10 damage on a successful strike against an undead or extraplanar foe, regardless of resistances. Any other creature struck by the arrow takes 1d6 points of damage, +1 point per level of the caster.
The casting time of this spell is equal to the weapon speed of the bow being used. Only one arrow may be fired in the round the spell is cast. The arrow is destroyed by the spell.
Inner Sight
(Conjuration)
Level: 1st
Range: 30-ft. + 10 ft. per level
Components: V
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: 10-ft. radius
Saving Throw: none
Inner Sight causes all creatures in the area of effect to glow with a dim, internal light. In dimly lit or dark areas, this makes the creatures easier to both see and hit. Anyone attacking a creature illuminated by Inner Sight gains a +1 bonus on their attack rolls. This increases by +1 for every 5 levels of the caster, to a maximum of +4 at 15th level.
Invisible or incorporeal creatures are unaffected by this spell. In well-lit areas, this spell does nothing.
Lightning Fury
(Conjuration)
Level: 6th
Range: 0
Components: V
Duration: Until used
Casting Time: 6
Area of Effect: special
Saving Throw: partial
This spell calls forth 12 shining arrows. The arrows are magical, granting a +3 bonus to hit and damage. They can be used at any time, but only once each. The caster cannot use this spell again until all 12 arrows have been used, lost, or destroyed.
Lightning Strike
(Conjuration)
Level: 6th
Range: Touch
Components: V
Duration: 2 rounds
Casting Time: special
Area of Effect: 1 arrow
Saving Throw: Half
By means of this spell, the caster enchants and fires a single arrow, at her normal chance to hit. The arrow gains a +5 bonus to hit and a tremendous electrical charge. On a successful hit, the target takes 10d6 +10 points of electricity damage. Undead and extraplanar creatures take full damage, regardless of resistances. Other creatures are allowed a save vs. spell for half damage.
The damage increases by an additional 1d6+1 for every caster level beyond 16th, to a maximum of 14d6+14 at 20th level.
The casting time of this spell is equal to the weapon speed of the bow being used. Only one arrow may be fired in the round the spell is cast. The arrow is destroyed by the spell.
Magic Arrow
(Conjuration)
Level: 1st
Range: Touch
Components: V
Duration: instantaneous
Casting Time: special
Area of Effect: 1 arrow
Saving Throw: none
By means of this spell, the caster enchants and fires a single arrow, at her normal chance to hit. The arrow gains a +1 magical bonus to hit and to damage. This bonus increases by 1 for every 4 levels of the caster, to a maximum of +5 at 16th level.
The casting time of this spell is equal to the weapon speed of the bow being used. Only one arrow may be fired in the round the spell is cast. The arrow is destroyed by the spell.
Plague Arrow
(Conjuration)
Level: 4th
Range: Touch
Components: V
Duration: Instantaneous
Casting Time: special
Area of Effect: 1 arrow
Saving Throw: half
By means of this spell, the caster enchants and fires a single arrow, at her normal chance to hit. The trajectory of the poison arrow is traced with green vapor. On impact, venemous gas explodes outward, to fill a 10-ft. radius centered on the arrow. Any living creature in the area must make a save vs. poison or suffer 5d4 points of poison damage (half on a successful save). A creature that rolls a natural 1 on its save is killed outright by the poison.
The poison damage increases by 1d4 for every caster level beyond 10th, to a maximum of 10d4 at 15th level.
The casting time of this spell is equal to the weapon speed of the bow being used. Only one arrow may be fired in the round the spell is cast. The arrow is destroyed by the spell.
Poison Arrow
(Conjuration)
Level: 2nd
Range: Touch
Components: V
Duration: Instantenous
Casting Time: special
Area of Effect: 1 arrow
Saving Throw: special
By means of this spell, the caster enchants and fires a single arrow, at her normal chance to hit. The trajectory of the poison arrow is traced with green vapor. The arrow deals normal weapon damage and the target must make a save vs. poison or take an additional 2d6 points of poison damage per 3 levels of the caster (to a maximum of 6d6 at 9th level).
The casting time of this spell is equal to the weapon speed of the bow being used. Only one arrow may be fired in the round the spell is cast. The arrow is destroyed by the spell.
Power Strike
(Conjuration)
Level: 2nd
Range: Touch
Components: V
Duration: Instantaneous
Casting Time: special
Area of Effect: 1 arrow
Saving Throw: none
By means of this spell, the caster enchants and fires a single arrow, at her normal chance to hit. The arrow gains a +2 bonus to hit and a powerful electrical charge. On a successful hit, the target takes normal weapon damage, plus an additional 2d4 points of electricity damage. The electrical damage increases by 1d4 for every 3 levels of the caster beyond 4th (3d4 at 7th level, 4d4 at 10th, etc.).
The casting time of this spell is equal to the weapon speed of the bow being used. Only one arrow may be fired in the round the spell is cast. The arrow is destroyed by the spell.
Protection from Normal Missiles
(Abjuration)
Level: 3rd
Range: Touch
Components: V
Duration: 1 Turn per level
Casting Time: special
Area of Effect: Creature touched
Saving Throw: none
With a touch, the caster bestows total invulnerability to hurled and projectile missiles such as arrows, axes, bolts, or javelins for the duration. Against large missiles, such as ballista bolts or hurled boulders, and enchanted missiles such as magical arrows, the spell reduces the damage by 1 point per die (to a minimum of 1 damage per die). This spell grants no protection against purely magical attacks such as lightning bolt or magic missile spells.
Valkyrie
(Conjuration)
Level: 5th
Range: 60 ft.
Components: V
Duration: 1 Turn
Casting Time: 1 round
Area of Effect: 1 Valkyrie
Saving Throw: none
The caster summons a Valkyrie. The summoned Valkyrie appears in the location of the caster’s choice within range. The creature attacks the caster’s enemies until ordered to cease, the duration expires, or the valkyrie is slain. The valkyrie never checks morale. If no enemies are present, the Valkyrie will follow the caster’s simple instructions.