The Mystic Archer

Copyright Tero Oksala © 2004

Edited by Peter Mork for The Guild Companion

"Zohan rose and started shooting. The orcs were completely surprised when the first lightning arrow flew straight through an orc's throat..."

The Mystic Archer

The Mystic Archer is a semi spell user who uses Arcane magic to enhance his missile attacks, movement capabilities and senses. The Mystic Archer often works for an army, but he might also protect a forest (common among elves), or operate as an adventure (though this is rare). Mystic archers who have turned evil are usually assassins or bandit leaders.

Zohan crouched quietly behind the stump. He knew that orcs were coming; they had been pursuing the princess since ambushing her yesterday. Her guards had been outnumbered and their only choice was to flee with the princess, towards safety. Upon learning of the ambush, the king commanded Zohan to take his warband and intercept the orcs.

After few minutes Zohan's keen senses indicated the orcs would soon arrive. He motioned to his archers and readied his mystic bow. Seconds passed like hours until the whistle signalling the counterattack. Zohan rose and started shooting. The orcs were completely surprised when the first lightning arrow flew straight through an orc's throat...

Prime Stats: Constitution, Empathy, Intuition, and Presence.

Mystic Archer Spell Lists

The Mystic Archer has four base lists. Two appear below, one can be found in Spell Law and the remaining list can be found in Arcane Companion. For a slightly higher development point cost, a Mystic Archer may also develop Open and Closed Arcane spell lists.

  • Arcane Arrow:Spells that enchant arrows with offensive capabilities.
  • Mystic Bow:Constructs a powerful bow to which the Mystic Archer is attuned.
  • Archer's Sense:Enhances the Mystic Archer's sense acuity; Monk base list from Spell Law.
  • Arcane Motions:Deals with magical movement (in various forms); Chaotic base list from Arcane Companion.

Profession Bonuses

Armour•Light +5
Athletic•Gymnastic +5
Athletic•Endurance +5
Awareness Group +10
Crafts +5
Self Control +5
Spell Group +5
Weapon Group (Missile) +10

Skills and Skill Categories

Armour•Heavy 9/9/9
Armour•Light 5/5/5
Armour•Medium 7/7/7
Artistic•Active 2/5
Artistic•Passive 2/5
Athletic•Brawn 3/6
Athletic•Endurance 2/4
Athletic•Gymnastic 1/5
Awareness•Perception 4/12
Awareness•Searching 2/4
Awareness•Senses 2/5
Body Development 6/14
Combat Manoeuvres 5/12
Communications 3/3/3
Crafts 4/10
Directed Spells 12
Influence 2/4
Lore•General 1/3
Lore•Magical 2/7
Lore•Obscure 3/7
Lore•Technical 2/6
Martial Arts•Strikes 3
Martial Arts•Sweeps 3
Outdoor•Animal 2/7
Outdoor•Environmental 2/6
Power Awareness 3/6
Power Manipulation 6/12
Power Point Develop. 8
Science•Basic 2/4
Science•Specialized 8
Self Control 2/5
Special Attacks 4/10
Special Defences 35
Subterfuge•Attack 6/15
Subterfuge•Mechanics 6
Subterfuge•Stealth 2/4
Technical•General 3/7
Technical•Professional 8
Technical•Vocational 5/12
Urban 3/6

Weapon Development

Category 1* 3/9
Category 2* 4/10
Category 3 8
Category 4 10
Category 5 12
Category 6 15
Category7 20
*Mystic Archers must allocate Weapon•Missile as either Category 1 or 2.

Spell Development

Base list (all) 6/6/6
Open list (1-10) 11/11
Open list (11-15) 12
Open list (16-20) 18
Open list (21 + ) 25
Closed list (1-5) 16/16
Closed list (6-10) 18
Closed list (11-15) 25
Closed list (16-20) 40
Closed list (21 + ) 60
For spell lists not shown, see the Revised Spell List DP Cost Table T-2.4 (Arcane Companion).

Arcane Arrow

  1. Arcane Arrow I: This spell configures an arrow's magical pattern so that one additional enchantment (from this list) can be placed on the arrow.
  2. Magical Arrow I: Temporarily grants a +5 bonus to a non-magical arrow.
  3. -
  4. Magical Arrow II: Temporarily grants a +10 bonus to a non-magical arrow.
  5. Water Arrow: Creates a glowing green arrow, which inflicts an Impact critical strike instead of a normal critical. The spell is activated when the arrow is shot. If the arrow is not used, the enchantment fades after 10 min/level.
  6. Angle Shot I: Caster can concentrate to alter the arrow's flight by up to 45 degrees.
  7. Arcane Arrow II: This spell configures an arrow's magical pattern so that two additional enchantments (from this list) can be placed on the arrow.
  8. Multi Arrow I: Creates an arrow that splits into two. Each additional target incurs a penalty of -20 and each additional arrow against the same target incurs a penalty of -30 (for example, shooting one target twice and a second target once incurs a penalty of -50 to all attacks). The spell is activated when the arrow is shot. If the arrow is not used, the enchantment fades after 10 min/level.
  9. Fire Arrow: As Shock Arrow, except Heat criticals are inflicted and the arrow is red.
  10. -
  11. Magical Arrow III: Temporarily grants a +15 bonus to a non-magical arrow, or increases an existing bonus by +5.
  12. Unbalancing Arrow: Enchants an arrow to inflict an additional Unbalancing critical (two severities less than the primary critical). The spell is activated when the arrow is shot. If the arrow is not used, the enchantment fades after 10 min/level.
  13. Ice Arrow: As Shock Arrow, except Cold criticals are inflicted and the arrow is blue.
  14. Angle Shot II: As Angle Shot I, but the arrow can be turned up to 90 degrees.
  15. Multi Arrow II: As Multi Arrow I, except the arrow splits into three.
  16. Arcane Arrow III: As Arcane Arrow II except three enchantments can be placed on the arrow.
  17. Electric Arrow: As Shock Arrow, except Electricity criticals are inflicted and the arrow is yellow.
  18. Magical Arrow IV: Temporarily grants a +20 bonus to a non-magical arrow, or increases an existing bonus by +10.
  19. Angle Shot III: As Angle Shot I, but the arrow can be turned up to 180 degrees.
  20. Homing Arrow: Enchants an arrow so that it can be shot with a +25 bonus to OB and no range penalties. The arrow is enchanted to affect a specific target, and the caster must have successfully shot that target before this spell is cast. The spell is activated when the arrow is shot. If the arrow is not used, the enchantment fades after 10 min/level.
  21. Magical Arrow True: Caster creates an elemental arrow (Water, Fire, Ice or Electricity). This arrow inflicts an elemental critical (Impact, Heat, Cold or Electricity) instead of the normal critical, and it provides a +25 bonus to OB. The spell is activated when the arrow is shot. If the arrow is not used, the enchantment fades after 10 min/level.
  22. Arcane Arrow IV: As Arcane Arrow II except four enchantments can be placed on the arrow.
  23. True Arrow: Caster can use any one lower level spell on this list each round.

Note: Arrows enchanted with Magical Arrow can be fired by any bow; the bonus is not cumulative with bonuses from Magical Bow spells. (These arrows can be given to companions.)
Note: All other enchantments require Arrow (level 1) and must be fired from the Archer's Arcane Bow.
Note: This list can be also used with crossbow bolts.

Mystic Bow

  1. Mystic Bow I: This spell configures a bow's magical pattern so that additional enchantments (from this list) can be placed on the bow. The caster can only have one Mystic Bow at any time; the other spells on this list can only be cast on the caster's Mystic Bow. If the caster looses his Mystic Bow, he suffers a penalty of -10 for one month. During this month, the caster cannot fashion a new Mystic Bow.
  2. Magical Bow I: Gives the caster's Mystic Bow a bonus of +5 to OB (assuming no previous bonus exists).
  3. -
  4. Range Increment I: Increases the range of caster's Mystic Bow by 25% for the duration of spell.
  5. Unbreakable Bow: Adds +150 to bow's breakage factor.
  6. Great Bow I: Arrows inflict x1.5 concussion hits for the duration of the spell.
  7. Quick Shot I: Adds +5 to the caster's initiative when shooting his Mystic Bow.
  8. Mystic Bow II: Caster's Mystic Bow becomes a +1 spell adder. Caster can also imbed one spell from this spell list as a permanent effect. Imbedding a spell takes 2 hours/level of the spell. If the bow is lost, the caster suffers a penalty of -20 (instead of -10).
  9. Magical Bow II: As Magical Bow I, but the bonus is +10.
  10. Range Increment II: As Range Increment I, except range modifier is 150%.
  11. Great Bow II: As Great Bow I, but concussion damage is multiplied by x2.
  12. Quick Shot II: As Quick Shot I, but the bonus is +10.
  13. Rune V: This spell inscribes a spell (of 5th level or less) on the caster's Mystic Bow. The rune can then be used to cast the inscribed spell once. Spell to be inscribed must be cast within one minute after the Rune spell is cast.
  14. Bow of Teleportation: When this spell is cast, the caster's Mystic Bow teleports to the caster's hand. The spell won't work if the bow is not within range of the spell.
  15. Magical Bow III: Magical Bow I, but the bonus is +15. Alternatively this spell increases an existing bonus by +5.
  16. Mystic Bow III: As Mystic Bow II, but the bow becomes a +2 spell adder and the caster can imbed two permanent effects (not including Rune V). The penalty for losing the bow increases to -30.
  17. Range Increment III: As Range Increment I, except range modifier is 200%.
  18. Quick Shot III: As Quick Shot I, but the bonus is +15.
  19. -
  20. Magical Bow IV: As Magical Bow III, but the bonuses are +20 (or +10).
  21. Mystic Bow IV: As Mystic Bow III, but the bow becomes a +3 spell adder and the caster can imbed three permanent effects. The penalty for losing the bow is -40.
  22. Great Bow III: As Great Bow I, but concussion damage is multiplied by x3.
  23. Mystic Bow True: As Mystic Bow III, but the bow becomes a +4 spell adder and the caster can imbed four permanent effects. If a Rune is made permanent, it either functions continuously, or can be triggered at will. The penalty for losing a True Mystic Bow is -50.

Note: This list can be also used with crossbows.

Arcane Arrow Area of Effect Duration Range Type
1. Arcane Arrow I One arrow varies touch F
2. Magical Arrow I One arrow 1 min/lvl touch F
3. -
4. Magical Arrow II One arrow 1 min/lvl touch F
5. Water Arrow One arrow varies touch F
6. Angle Shot I One arrow 1 rnd/lvl touch F
7. Arcane Arrow II One arrow varies touch F
8. Multi Arrow I One arrow varies touch F
9. Fire Arrow One arrow varies touch F
10. -
11. Magical Arrow III One arrow 1 min/lvl touch F
12.Unbalancing Arrow One arrow varies touch F
13.Ice Arrow One arrow varies touch F
14.Angle Shot II One arrow 1 rnd/lvl touch F
15.Multi Arrow II One arrow varies touch F
16.Arcane Arrow III One arrow varies touch F
17.Electric Arrow One arrow varies touch F
18.Magical Arrow IV One arrow 1 min/lvl touch F
19.Angle Shot III One arrow varies touch F
20.Homing Arrow One arrow varies touch F
25. Magical Arrow True One arrow varies touch F
30. Arcane Arrow IV One arrow varies touch F
50. True Arrow One arrow 1 rnd/lvl touch F
Mystic Bow Area of Effect Duration Range Type
1. Mystic Bow I One bow P touch F
2. Magical Bow I One bow 1 hr/lvl touch F
3. -
4. Range Increment I One bow 1 rnd/lvl touch F
5. Unbreakable Bow One bow 1 hr/lvl touch F
6. Great Bow I One bow 1 rnd/lvl touch F
7. Quick Shot I One bow 1 rnd/lvl touch F
8. Mystic Bow II One bow P touch F
9. Magical Bow II One bow 1 hr/lvl touch F
10. Range Increment II One bow 1 rnd/lvl touch F
11. Great Bow II One bow 1 rnd/lvl touch F
12. Quick Shot II One bow 1 rnd/lvl touch F
13. Rune V One bow P touch F
14. Bow of Teleportation* - 50'/lvl F
15. Magical Bow III One bow 1 hr/lvl touch F
16. Mystic Bow III One bow P touch F
17. Range Increment III 1 rnd/lvl touch F
18. Quick Shot III One bow 1 rnd/lvl touch F
19. -
20. Magical Bow IV One bow 1 hp/lvl touch F
25. Mystic Bow IV One bow P touch F
30. Great Bow III One bow 1 rnd/lvl touch F
50. Mystic Bow True One bow P touch F