On the flipside, you also don't consume any arrows while the buff is on. So, if you want to stack status effects from your regular arrows, you want to reactivate Magic Quiver to disable it. Any effects / enchantments on the arrows you have currently equipped will not apply to Magic Quiver arrows. Magic Quiver will completely replace the arrows you fire. upgrades, ESPECIALLY those, since theye will skyrocket your damage once you got decent Atk). Only Atk counts (and any Damage Increased / etc. Magic Quiver ignores MAtk for the purpose of calculating your damage. Max out Magic Quiver if you want to use it, or at least get it to Lv 4. In short: Only Atk matters, Arrows you have equipped are replaced by a magic arrow, and enchants on your arrows do not matter either. This was back in Legacy however, so no idea if anything I say here still rings 100% true! Playing a supportive Magic Quiver Archer myself, so I might have at least a bit of an idea here. This deals 20d10 fire damage and 20d10 thunder damage, in a 10 foot diameter sphere centered on the target, 10d10 fire damage and 10d10 thunder damage in a 20 foot diameter, and 5d10 fire damage and 5d10 thunder damage in a 40 foot diameter.I haven't done any in-depth testing myself, but some other folks did. The arrow explodes on contact with the target. The target of this arrow must succeed on a DC 15 Wisdom saving throw or be magically polymorphed into a frog for 1 minute, as though it had failed a save against the polymorph spell. The arrow creates an antimagic field in a sphere 50 feet in diameter centered on the arrow. The arrow fills a 100 cubic foot area with thick orange smoke. The arrow has the same effect as the irresistible dance spell (save DC 15). The snake remains for 1 minute and obeys your verbal commands. On a hit, it deals 1 piercing damage and 3d4 poison damage. The arrow has a +3 bonus to attack rolls. The arrow is jagged, and cuts your hand dealing 1d4 slashing damage to you, and an extra 2d4 to the target. On a hit, the target of this arrow must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn. All creatures within the the bright light must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn. The arrow illuminates the area it hits, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The arrow has a +4 bonus to attack rolls. The arrow has a -4 penalty to attack rolls. The arrow has the same effect as the thunderwave spell (save DC 15). The arrow deals an additional 4d4 fire damage on a hit. The arrow allows the target to regain 1d12 hit points. Creatures that are not constructs or undead return at full health. The arrow banishes the target to the positive energy plane for one round. The arrow has the same effect as the shatter spell. The arrow whistles, giving a disadvantage on Stealth. If the target is a metal construct it takes (8d8) damage, Its movement is halved, and it has disadvantage on Dexterity saves, and attack rolls. The arrow is a rust monster antennae, if it hits it sticks to the armor of the enemy, giving them -1 to ac if they are wearing armor. The arrow was cursed! The arrow fuses to your hand until the curse is dispelled. Roll d100 and consult the following table to discover the effects of the arrow you draw. You can draw a random arrow from this flamboyantly designed quiver. Wondrous Item, legendary (requires attunement)
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