Mystical Archer

Copyright Jörg Jahnke © 2011

Edited by Peter Mork for The Guild Companion

"She readied her bow and concentrated on the enchantments that would let the arrow burst into flames upon impact, setting the man on fire."

Mystical Archer

Mystical Archers are Semi spell users who combine the realm of Essence with the realm of Arms. Their base spells deal with enhancing their missile weapon and arrows/bolts, as well as improving their abilities while outdoors in the wild.

Kalin sneaked close to the edge of the forest. For three days she had followed Fenryl's tracks. Now the man who had murdered her beloved was finally within range. She readied her bow and concentrated on the enchantments that would let the arrow burst into flames upon impact, setting the man on fire. Only a few more seconds and she would let the arrow fly.

Base Lists

The Mystical Archer has six base lists. The description of two of these spell lists can be found later in this article. The other spell lists can be found in Essence Companion. If you don't have Essence Companion, the GM should choose four lists from the Open & Closed Essence Spell Lists to replace these lists.

Mystical Archer Base Lists:

  • Air Mastery (EssCo)
  • Mystical Arrows
  • Mystical Bow (a variant of the Magic Staff spell list from EssCo)
  • Shadow Mastery (EssCo)
  • Sustain Body (EssCo)
  • Traveller's Ways (EssCo)

Profession Bonuses

  • Awareness Group: +5
  • Body Development: +5
  • Outdoor Group: +15
  • Power Awareness: +5
  • Subterfuge • Stealth: +5
  • Weapon • Missile: +10
  • Weapon • All others: +5

Skill Costs

Category Costs
Armor-Heavy 12
Armor-Light 5/5/5
Armor-Medium 10
Artistic: Active 2/5
Artistic: Passive 2/5
Athletic: Brawn 3/7
Athletic: Endurance 2/5
Athletic: Gymnastics 3/7
Awareness: Perceptions 4/10
Awareness: Searching 2/5
Awareness: Senses 3/7
Body Development 5/12
Combat Maneuvers 6/14
Communications 2/2/2
Crafts 4/10
Directed Spells 6
Influence 2/6
Lore: General 1/3
Lore: Magical 3/7
Lore: Obscure 3/7
Lore: Technical 2/7
M. A. Combat Maneuvers 8
Martial Arts: Striking 4/10
Martial Arts: Sweeping 4/10
Outdoor: Animal 2/4
Outdoor: Environmental 1/5
Power Awareness 3/7
Power Manipulation 6/12
Power Point Dev. 8
Science/Analytic: Basic 2/5
Science/Analytic: Spec. 8
Self-Control 2/7
Special Attacks 6/14
Special Defenses 6
Subterfuge: Attack 5/12
Subterfuge: Mechanics 4
Subterfuge: Stealth 1/5
Tech./Trade: General 3/7
Tech./Trade: Professional 8
Tech./Trade: Vocational 5/12
Urban 3/7
Weapon Cat 1 3/9
Weapon Cat 2 6/14
Weapon Cat 3 7
Weapon Cat 4 9
Weapon Cat 5 12
Weapon Cat 6 15
Weapon Cat 7 15
Arcane Base Lists 40
Arcane Open Lists 12
Arcane Closed Lists 18
Other Realm Base Lists 80
Other Realm Closed Lists 45
Other Realm Open Lists 30
Own Realm Closed Lists 10/10
Own Realm Open Lists 8/8/8
Own Realm Other Base 25
Own Realm Own Base 6/6/6
Own Realm TP 6/6/6
Other Realm TP 12/12

New spell lists

Mystical Bow

Lvl Spell Area of Effect Duration Range Type
1 Minor Bow Missile weapon P Touch U
2 Glowing Bow + Mystical bow 10 min/lvl (C) Touch U
3 Extend Range I Mystical bow 1 rnd/lvl Touch F
4 Lesser Bow Minor bow P Touch U
5 Alarm Bow + Mystical bow 1 hr/lvl 100' U
6 Bow Spell I Mystical bow Varies Touch U
7 Recall Bow* Mystical bow - 100' U
8 Extend Range II Mystical bow 1 rnd/lvl Touch F
9 Bow Spell II Mystical bow Varies Touch U
10 Greater Bow Lesser bow P Touch U
11 Greater Recall Bow* Mystical bow - 10'/lvl U
12 Extend Range III Mystical bow 1 rnd/lvl Touch F
13 Finding Bow + Mystical bow 1 min/lvl 100'/lvl I
14 Guardian Bow + Mystical bow 1 min/lvl Touch U
15 Extend Range IV Mystical bow 1 rnd/lvl Touch F
16 Silver Bow Greater bow P Touch U
17 Hammerbow + Mystical bow 1 rnd/lvl Touch F
18 Beast Bow + Mystical bow 1 min(lvl Touch F
19 Extend Range True Mystical bow 1 rnd/lvl Touch F
20 Golden Bow Silver bow P Touch U
25 Greater Hammerbow + Mystical bow 1 rnd/lvl Touch F
30 Lord Bow Mystical bow P Touch U
50 True Bow Mystical bow P Touch U

1. Minor Bow: Allows the caster to take appropriate material and form a bow (or other missile weapon). The caster must cast this spell once a day for one week on the bow, concentrating for one hour each day. At the end of this week the caster has a Minor Bow. A Minor Bow is a +5 weapon. If the bow is destroyed, then the caster immediately takes 50% of his hits and will function at -30 for 2 weeks.

2. Glowing Bow: The bow will glow with the intensity of a normal torch as long as the caster concentrates. When not concentrating, it will glow faintly.

3. Extend Range I: All missile ranges of the caster's Mystical Bow are extended by +25% for the duration of this spell.

4. Lesser Bow - As Minor Bow, except that it turns a Minor Bow into a +10 weapon that also works as a +1 Spell Adder.

5. Alarm Bow: When this spell is cast on the Mystical Bow, it becomes attuned to a particular situation. If this situation arises, the bow makes a sound (loud or soft, to be determined at the time of casting), alerting the caster. The situation must be within 100' for the bow to register the situation. For example if the caster attuned his bow to orcs, the bow would sound as soon as an orc approached within 100'.

6. Bow Spell I: The caster can store any one spell in his bow. The spell to be stored must be cast within one minute of this spell. The Power Point cost of this spell is equal to the level of the store spell plus the level of the spell to be stored. A stored spell may be cast later at any time with no preparation and does not prevent the caster from casting other spells normally. Every Mystical Bow has two spell storage slots in it. Only the first of these slots is available through this spell.

7. Recall Bow: This spell immediately returns the caster's Mystical Bow to his outstretched hand if the bow is within the range of the spell.

8. Extend Range II: As Extend Range I, except that ranges are extended by +50%.

9. Bow Spell II: As Bow Spell I, except that the caster may store spells in the second spell slot.

10. Greater Bow: As Lesser Bow, except that it turns the Lesser Bow into a +15 weapon that also works as a +2 Spell Adder.

11. Greater Recall Bow: As Recall Bow, except for range.

12. Extend Range III: As Extend Range I, except that ranges are extended by +75%.

13. Finding Bow: Caster's bow points in the direction of any specific object or place that the caster is familiar with or has described in detail.

14. Guardian Bow: While this spell is active and the caster holds his bow, he adds his level to his Defensive Bonus and Resistance Rolls (e.g., a 15th level caster would add +15 to both his DB and RR).

15. Extend Range IV: As Extend Range I, except that ranges are doubled.

16. Silver Bow: As Greater Bow, except that it turns the Greater Bow into a +20 weapon that also works as a +3 Spell Adder.

17. Hammerbow: Bow does double concussion hits for the duration of this spell.

18. Beast Bow: Transform the caster's bow into any animal (creature intelligence). The creature's mass may not exceed 50 pounds. The beast is treated as a familiar (see EssCo, section 10.0 for more information on familiars).

19. Extend Range True: As Extend Range I, except that ranges are tripled.

20. Golden Bow: As Silver Bow, except that it turns the Silver Bow into a +25 weapon that also works as a +4 Spell Adder. Alternatively the caster may choose to turn it into a +20 weapon that also works as a x2 Spell Multiplier.

25. Greater Hammerbow - Bow does triple concussion hits for the duration of this spell.

30. Lord Bow: As Golden Bow, except that it turn the Golden Bow into a +30 weapon that also works as a +5 Spell Adder. Alternatively the caster may choose to turn it into a +25 weapon that also works as a x2 Spell Multiplier.

50. True Bow: As Lord Bow, except that it turn the Lord Bow into a +35 weapon that also works as a +6 Spell Adder. Alternatively the caster may choose to turn it into a +30 weapon that also works as a x3 Spell Multiplier.

Special Notes
1) Only one spell marked with a "+" may be active on a Mystical Bow at any time.
2) The caster may only have one Mystical Bow in existence at any time, and his spells may only affect his Mystical Bow. The GM may want to require a specific material from which the bow must be made.

Mystical Arrows

Lvl Spell Area of Effect Duration Range Type
1 Mystical Arrow* Self 1 rnd Touch E
2 Returning Arrow* 1 arrow - 500' F
3 Numbing Arrow* 1 arrow 1 rnd Touch F
4 Arrow Ablaze* 1 arrow 1 rnd Touch F
5 Mystical Shot I* 1 arrow 1 rnd Touch E
6 Elemental Shot I* 1 arrow 1 rnd Touch E
7 Draining Arrow I* 1 arrow 1 rnd Touch F
8 Crushing Arrow* 1 arrow 1 rnd Touch F
9 Exploding Arrow I* 1 arrow 1 rnd Touch F
10 Mystical Shot II* 1 arrow 1 rnd Touch E
11 Elemental Shot II* 1 arrow 1 rnd Touch E
12 Draining Arrow II* 1 arrow 1 rnd Touch F
13 Swoon Arrow I* 1 arrow 1 rnd Touch F
14 Exploding Arrow II* 1 arrow 1 rnd Touch F
15 Mystical Shot III* 1 arrow 1 rnd Touch E
16 Elemental Shot III* 1 arrow 1 rnd Touch E
17 Draining Arrow III* 1 arrow 1 rnd Touch F
18 Swoon Arrow II* 1 arrow 1 rnd Touch F
19 Exploding Arrow III* 1 arrow 1 rnd Touch F
20 Mystical Shot IV* 1 arrow 1 rnd Touch E
25 Stoning Arrow* 1 arrow 1 rnd Touch F
30 Crippling Arrow* 1 arrow 1 rnd Touch F
50 Arrow Mastery Self 1 rnd/lvl Touch F

1. Mystical Arrow: This spell creates an arrow out of elemental energy that can be used as a normal arrow. After striking the target it will dissipate and vanish.

2. Returning Arrow: After striking the target (or missing it), the arrow will return to the caster's hand via teleport if within the range of this spell.

3. Numbing Arrow: If the arrow causes a critical indicating a limb being struck, then this limb becomes unusable for 5 minutes.

4. Arrow Ablaze: If the arrow causes damage, i.e., concussion hits, then any flammable materials on the target are ignited and being to burn.

5. Mystical Shot I: Any critical strike resulting from the arrow will be treated as "Magic" for the purpose of resolution (this is usually only applicable to Large or Super Large creatures).

6. Elemental Shot I: If the arrow inflicts a critical, then this critical is accompanied by a secondary elemental critical of the caster's choice (can be Cold, Heat, Impact or Electricity). This critical is two levels less severe than the normal critical (i.e., a 'C' critical would inflict an additional 'A' elemental critical).

7. Draining Arrow I: If the arrow causes a critical, then the target immediately loses 5 of his remaining PPs.

8. Crushing Arrow: If the arrow causes a critical indicating a limb being struck, then the appropriate bone of that limb is broken.

9. Exploding Arrow I: If the arrow causes damage, i.e., concussion hits, then it will explode on impact, resulting in a 10' Fireball, with the target of the arrow as the center target.

10. Mystical Shot II: As Mystical Shot I, except that the critical strike will be treated as "Mithril."

11. Elemental Shot II: As Elemental Shot I, except that the critical is one level less severe than the normal critical.

12. Draining Arrow II: As Draining Arrow I, except that 10 PPs are drained.

13. Swoon Arrow I: If the arrow causes a critical, then the target will fall asleep (2 rnds magical sleep, followed by normal sleep).

14. Exploding Arrow II: As Exploding Arrow I, except that the radius of the Fireball is 20'.

15. Mystical Shot III: As Mystical Shot I, except that the critical strike will be treated as "Holy."

16. Elemental Shot III: As Elemental Shot II, except that the critical is of the same level as the normal critical.

17. Draining Arrow III: As Draining Arrow I, except that 15 PPs will be drained.

18. Swoon Arrow II: As Swoon Arrow I, except that the target is unconscious for 1 hour if hit.

19. Exploding Arrow III: As Exploding Arrow I, except that the radius of the Fireball is 30'.

20. Mystical Shot IV: As Mystical Shot III, except that the critical strike will be treated as "Slaying."

25. Stoning Arrow: If the arrow causes a critical, then the target will turn to stone and remain petrified for 1 day per 10% RR failure.

30. Crippling Arrow: If the arrow causes a critical, then all four of the target's limbs are broken.

50. Arrow Mastery: The caster may use any one of the lower level spells on this list per round.

Special Notes
1) The spells on this list work on any kind of ammunition for missile weapons, e.g., arrows, bolts, sling stones.
2) Unless the spell type is Elemental, the target struck by the arrow may attempt an RR vs. the caster's level in order to resist the effects of the spell.