Enchanted Bow: Ellianess    

The Ellianess Bow has the faintest light-green runes etched into its surface.

 

The Ellianess recurve Bow has one or more visible runes upon its surface, just above the center of the bow (making it easy to merely raise your thumb and rub the rune to activate it). Each rune represents one of the powers of the bow, and will activate when it is rubbed as the command word is spoken.

 

The arrow that materializes when this bow is drawn is considered as the following arrow type:

Koar-steel tipped, Moon-wood, hunting-tipped (which gives a +26 damage per arrow strike).

 

Command word(s): "Ellianess" (Vosk Elf for: Wonder). The command word must be spoken.

Effect time: 1 turn (5 seconds).

History: This marvelous bow was created by the Vosk Elf race. The making of its power has been kept secreted from all other races.

 

Invoke time: 1 turn (5 seconds).

Notes: Normal arrows can be shot from this bow when it is not activated.

Value: The value of this bow will be determined during role-play.

 

 

Roll on Table #1: to see now many powers the Ellianess Bow will have:

Table #1
%Roll: # of powers:
01-80: 1 Roll on Table #2 to know the power of this bow.
81-86: 2 Roll on Table #2 to know each power (ignore the same result).
87-91: 3 Roll on Table #2 to know each power (ignore the same result).
92-95: 4 Roll on Table #2 to know each power (ignore the same result).
96-98: 5 Roll on Table #2 to know each power (ignore the same result).
99-00: 6 Roll on Table #2
to know each power (ignore the same result).

 

Table #2
%Roll: Powers:
01-50: Animated Arrow Roll on Table #3
51-55: Echo-Shaft           Roll on Table #4
56-65: Flare                     Roll on Table #5
66-90: Focus                    Roll on Table #6
91-95: Repulsiveness      Roll on Table #7
96-00: Spirit Arrow        Roll on Table #8

 

Table #3 Return to Powers
Animated Arrow: Roll on the following chart to see the type of Animated Arrow this bow will shoot:

 

%Roll: Energy arrow types:

01-10: Assassin: +1-D6 damage per 3 levels of the wielder on surprise attacks.
11-20: Betrayer: Avoid vs. "Mental-Attack" or target will attack allies for 1

                             turn (5 seconds) per 10 levels of the wielder.

21-30: Blood: When struck in the flesh or armor, the target must make a

                        successful “Constitution” check (Constitution = % chance:

                        Roll the % number, or below, to succeed), or be temporarily

                        drained of 1-D6 Blood-points per 5 levels of the wielder.

31-40: Essence: When struck in the armor or flesh, the target must make

                            a successful avoidance-roll vs. "Magic", or be drained

                            of 1-D6 Characteristic-points. Characteristics lost will

                            regenerate at a rate of 1 per 24 hours. See:

                            "Characteristics, Random Determination of" in the C

                            Section of the Basic Rules Book for what each

                            characteristic will be drained, as well as regenerated

                            over time.

 

                            Note: If this arrow causes 90%, or higher

                                       damage, the target will have no

                                       chance for an avoidanceroll.

41-50: Luck Biter: Avoid vs. "Magic", or be temporarily drained of

                                1-D6 Luck-point loss per 5 levels of the wielder.

51-60: Rogue: +1-D6 damage per 5 levels of the wielder from behind.

61-70: Sapping: Avoid vs. "Magic", or be temporarily drained of

                           1-D6 Ability-points per 5 levels of the wielder.

                           Ability-points drained will regenerate as normal

                           each turn.

71-80: Suffocation: Avoid vs. "Magic", or be temporarily drained of

                                 1-D6 Oxygen-points per 5 levels of the wielder.

                                 Oxygen-points drained will regenerate as normal

                                 each turn.

81-90: Thunder: +1-D6 damage per 3 levels of the wielder.

91-00: Void: Avoid vs. "Magic", or be temporarily drained of 1-D6

                      Spell-points per 5 levels of the wielder. Spell-points

                      drained will regenerate as normal each hour.

 

Table #4 Return to Powers
Echo-shaft: An arrow fired by this bow will split into two or more arrows. Roll to hit for each Echo-Shaft. Remember that the main arrow is NOT included in the number of Echo-Shafts that will appear (so the # of Echo-Shafts +1 will be how many arrows you must roll to hit with.

 

Roll on the following chart to see how many Echo-Shafts will phase into being when fired:
%Roll: # of Echo-Shafts:
01-85: 1.

86-90: 1-D2

91-94: 1-D3

95-97: 1-D4

98-99: 1-D5

   00:   1-D6

 

 

Table #5 Return to Powers
Flare: If this arrow causes 70%+ damage it will explode into a ball of flame, causing 1-D6 fire damage per 3 levels of the wielder to all within the area of effect.
Area of effect: 1 space and the next 3 rings of spaces surrounding that space.

 

 

Table #6 Return to Powers
Focus: Bow grants a bonus to strike as follows:

 

%Roll: Adjusted offensive roll to strike with bow:
01-85: +1-D6
86-90: +2-D6
91-94: +3-D6
95-97: +4-D6
98-99: +5-D6
   00:    +6-D6

 

Table #7 Return to Powers
Repulsiveness: When this bow is drawn back, an arrow will materialize that will cause x3 damage.

The shot will also work as the potion, "Repulsiveness", and can be used 1 time per 20 points of strength the wielder has.

 

 

Table #8 Return to Powers
Spirit Arrow: When this bow is drawn back, a luminescent arrow will materialize that will harm intangible creatures and objects.

 

If the wielder follows the path of both Healer and Spiritualist, he or she can heal the targeted for as much as the arrow does in damage.

 

An added 1-D6 damage will be inflicted on an intangible target per Spiritualist spell known.

 

If the wielder of this bow knows ALL currently installed Spiritualist spells, he or she can "attach" one Spiritualist spell to the arrow without having to cast it (spell-points must be expended to do this). If the spell attached to the arrow is not a damaging spell, the wielder can will the arrow to do no damage to the target (if he or she so wishes), thus benefiting the target.