Techno-Wizard Enchanted Arrows:


Common techno-wizard arrows use the enchantment of "Spell Store" which the crystal shatters when it hits a target and inflicts the effect of the spell. Virtually all spells from levels on through eight and cannot contain illusions. Common spells include entangle, carpet of adhesion, and blinding flash. These are not covered in detail due to being self explanatory and the individual spells and the spell of "Spell Store"should be seen for greater detail. See also Techno Wizard Crystal Warheads for more details. Listed below are additional techno-wizard arrow types. Of course, these enchantments can also be put on crossbow bolts and/or spears.



Techno-Wizard "Barrage" Arrows:
When fired, the arrow is consumed and a barrage of force blasts are created. The force blasts look a like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast moving. Once unleashed against a target, the "barrage" continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles. However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the down side is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks / actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!
Range: As per bow / crossbow / thrown range
Duration: Seven seconds (Half melee round)
Mega-Damage: Creates three blasts with one additional blast per level (each blast inflicts 2 M.D.) - See description for more details.
To Activate: None, magic energy is already stored in arrow
P.P.E. to Create: 20
Spells Need to Create: Blinding Flash and Barrage
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 1D4x10 minutes
Black Market Cost: 2,000 credits.

Techno-Wizard "Focused Shockwave" Arrows:
When fired, the spell of focused shockwave is activated. The arrow is consumed by the magic and a a cone of magical force is fired. These arrows have a limited range compared to some arrow types but are extremely useful at knocking down opponents and taking down missiles. Normally, it is virtually impossible for an arrow to take down a missile. See spell "Focused Shockwave" for more details.
Range: 100 feet (30 meters) per level of experience of creator with a 10 foot (3 m) cone for every 100 foot (30 meter) distance from shooter
Duration: Instant
Mega-Damage: 1D4 per level of experience of creator (Plus knockdown) - See spell for details
To Activate: None, magic energy is already stored in arrow
P.P.E. to Create: 40
Spells Need to Create: Blinding Flash and Focused Shockwave
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 1D6x10 minutes
Black Market Cost: 2,500 credits.

Techno-Wizard "Hawk"Arrows:
These arrows have twice the range of normal arrows and have a better chance (+2 to strike) to hit than normal arrows (not including bonuses for high quality arrows. The body of the arrow itself cannot be constructed from metal or plastic due to the material interfering with the magic. The head of the arrow and feathers, which are added on after the enchantments, can be made from plastic or metal.
These arrows are available as both normal S.D.C. arrows or enchanted M.D.C. arrows. The M.D.C. can be permanently enchanted or temporarily enchanted (Up to 48 arrows can be enchanted in these manners and the temporary enchantment will need to be renewed). Enchanted arrows have 50 M.D.C. The "extended range" ability cannot be combined with any enchantments other than Enchant Weapon (Lesser) or Techno-Wizard Crystal Warheads. While the "Enchant Weapon (Lesser)" is not dispelled when fired, the "extended range" has to be renewed after the arrow has been expended, if not destroyed or damaged. As well, conventional arrow heads can be used including explosive, neural, smoke, or knock out gas warheads.
Range: Double Normal Range (As per bow / crossbow / thrown range x 2)
Duration: Instant
S.D.C. / Mega-Damage: Normal Arrows: 2D6+3 S.D.C. (With strength bonus if applicable), Enchanted Arrows: 4D6+6 M.D.C. Special Purpose or T.W. Crystal Warheads: By Warhead Type (See Techno Wizard Crystal Warheads / Rifts Weapons & Armor - Others)
To Activate: None, magic energy is already stored in arrow.
P.P.E. to Create: 20 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time) - can be created without spell but inflicts S.D.C. damage, Blinding Flash, and Fly.
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 6D6 minutes each
Black Market Cost: Normal Arrows: 800 credits, Enchanted Arrows: 2,000 credits.

Techno-Wizard "Levitation" Video Camera Arrows:
These arrows are similar in general purpose as standard video camera arrow heads but use the levitation spell to stay in the air instead of a parachute. The arrow is much harder to see in the sky as a result. As well, the camera is powered by techno-wizard batteries for a virtually unlimited duration (about six months.) Camera sees in visible light as well as infrared. Can transmit video to a cybernetic implant and/or video screen, including a heads up display. When fired upwards, has a maximum altitude of around 1000 feet (304.8 meters) and can see up to a range of around one mile (1.6 km.) Arrows can usually be recharged.
Range: 1000 feet (304.8 meters) vertical and can see up to a range of around one mile (1.6 km.)
Duration: As per levitation spell (3 minutes per level of creator)
Mega-Damage: None
To Activate: None, magic energy is already stored in arrow
P.P.E. to Create: 6
Spells Need to Create: Blinding Flash and Levitation
Physical Requirements: Video Camera Arrow, silver foil, quartz crystal worth 20 Credits
Time to Create: 1D6x10 minutes with T.W. battery for camera (3D6 minutes without battery)
Black Market Cost: 3,500 credits.

Techno-Wizard "Lightning" Arrows:
These arrows are believed to have been inspired by lightning arrows creating by the cyclops although in this case, the techno-wizard arrows appear to be normal arrows before being fired instead of being bent and twisted like cyclops arrows. When fired, the arrow transformed into a lightning bolt using the spell of "Sub-Particle Acceleration" and the arrow is consumed by the magic.
Range: As per bow / crossbow / thrown range
Duration: Instant
Mega-Damage: 1D6x10 + 1 point per level of experience of creator.
To Activate: None, magic energy is already stored in arrow
P.P.E. to Create: 30
Spells Need to Create: Blinding Flash and Sub-Particle Acceleration
Physical Requirements: Arrow, iron rod, and copper plating worth 10 Credits
Time to Create: 1D4x10 minutes
Black Market Cost: 2,000 credits.

Techno-Wizard "Returning" Arrows:
The number of arrows which any archer can carry is finite and so a special returning arrow was created. These arrows are available as both normal S.D.C. arrows or enchanted M.D.C. arrows. The M.D.C. can be permanently enchanted or temporarily enchanted (Up to 48 arrows can be enchanted in these manners and the temporary enchantment will need to be renewed). Enchanted arrows have 50 M.D.C. The "Returning" ability cannot be combined with any enchantments other than Enchant Weapon (Lesser). Unlike non "Techno-Wizard" magical weapons which are enchanted to return, these have to be charged before they will return when fired. The shooter much cast the spell "Boomerang" or pump psychic energy so that the arrows return. Each application will charge a total of eight arrows. Arrows return the quiver of the shooter and require one melee attack to return to their quiver for every 400 feet (122 meters) fired.
Range: As per bow / crossbow / thrown range
Duration: Two Melee Rounds per level of creator
S.D.C. / Mega-Damage: Normal Arrows: 2D6+3 S.D.C. (With strength bonus if applicable), Enchanted Arrows:4D6+6 M.D.C. To Activate: Boomerang Spell (10 P.P.E.) or 20 I.S.P. (Up to eight arrows can be activated at one time)
P.P.E. to Create: 12 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time) - can be created without spell but inflicts S.D.C. damage, Blinding Flash, and Boomerang.
Physical Requirements: Arrow, silver foil, quartz crystal worth 50 Credits
Time to Create: 4D6 minutes each
Black Market Cost: Normal Arrows: 500 credits, Enchanted Arrows: 2,000 credits.

Techno-Wizard "Ricochet Strike" Arrows:
When this arrow is fired, it can be used to hit up to three targets through ricocheting. The shooter concentrate on the targets which the arrow will hit once fired. The shooter can chose for the arrow to hit a target, ricochet, hit a second target, and ricochet again hitting the original target. If the arrow misses its hit roll (through natural roll or through it being dodged) the arrow will stop ricocheting. Note that this does not include parries. If the arrow is parried, it will continue to ricochet.
These arrows are available as both normal S.D.C. arrows or enchanted M.D.C. arrows. The M.D.C. can be permanently enchanted or temporarily enchanted (Up to 48 arrows can be enchanted in these manners and the temporary enchantment will need to be renewed). Enchanted arrows have 50 M.D.C. The "Ricochet Strike" ability cannot be combined with any enchantments other than Enchant Weapon (Lesser). While the "Enchant Weapon (Lesser)" is not dispelled when fired, the "Ricochet Strike" has to be renewed after the arrow has been expended.
Range: As per bow / crossbow / thrown range
Duration: One Melee Round
S.D.C. / Mega-Damage: Normal Arrows: 2D6+3 S.D.C. (With strength bonus if applicable), Enchanted Arrows: 4D6+6 M.D.C. (Can hit up to three targets)
To Activate: None, magic energy is already stored in arrow
P.P.E. to Create: 25 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time) - can be created without spell but inflicts S.D.C. damage, Blinding Flash, and Ricochet Strike.
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 6D6 minutes each
Black Market Cost: Normal Arrows: 750 credits, Enchanted Arrows: 2,500 credits.

Techno-Wizard "Teleport Portal" Arrows:
This enchantment allows the arrow to teleport to the target although the enchantment does not allow the arrow to teleport directly into a target. The arrow disappears as soon as it leaves the bow string and appears to pass into a magic portal. The shooter of the arrow must decide when the arrow will become solid. It appears the reverse way it disappears with the head appearing first and the rest of the body appears as if it is exiting a portal. Where the arrow enters and exits must be on a direct straight line, no appearing in a direction different from where the arrow is fired. These arrows can hit a target even if there is solid objects such as a wall between the shooter and the target of the arrow (Game Master call if the arrows will pass through force fields.) There must be enough open space for the arrow to re-manifest between any solid object and the target. This means that the arrow will not work on people in power armors and many vehicles. If the shooter cannot see their target but know basic location, they are at -9 to strike with the arrow. In the same regard, if the arrow comes as a complete surprise, the target cannot dodge the arrow.
These arrows are available as both normal S.D.C. arrows or enchanted M.D.C. arrows. The M.D.C. can be permanently enchanted or temporarily enchanted (Up to 48 arrows can be enchanted in these manners and the temporary enchantment will need to be renewed). Enchanted arrows have 50 M.D.C. The "teleport" ability cannot be combined with any enchantments other than Enchant Weapon (Lesser) or Techno-Wizard Crystal Warheads. While the "Enchant Weapon (Lesser)" is not dispelled when fired, the "Teleport" has to be renewed after the arrow has been expended, if not destroyed or damaged. As well, conventional arrow heads can be used including explosive, neural, smoke, or knock out gas warheads.
Range: 100 feet (305 meters) per level of creator Duration: Instant
S.D.C. / Mega-Damage: Normal Arrows: 2D6+3 S.D.C. (With strength bonus if applicable), Enchanted Arrows: 4D6+6 M.D.C. Special Purpose or T.W. Crystal Warheads: By Warhead Type (See Techno Wizard Crystal Warheads / Rifts Weapons & Armor - Others)
To Activate: None, magic energy is already stored in arrow.
P.P.E. to Create: 70 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time) - can be created without spell but inflicts S.D.C. damage, Blinding Flash, and Mystic Portal.
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 2D4x10 minutes each
Black Market Cost: Normal Arrows: 1,000 credits, Enchanted Arrows: 4,000 credits.

Techno-Wizard "Volley Storm" Arrows:
Special enchanted techno-wizard arrow which when fired multiplies to become a whole volley of arrows. The number of arrows is dependent on the level of the arrow's creator with one additional arrow per level of experience. The additional arrows appear just as the bow leaves the bow string. The enchantment is a variation of the enchantment "Spinning Blades" although is limited in this application. While the original arrow may survive the use, the additional arrows are destroyed and their enchantment is dispelled. The arrow storm is impossible to parry although it can be dodged. The enchantment of "Enchant Weapon: Lesser" can be performed separately and is usually enchants 48 arrows at one time. It does have a duration and needs to be renewed if the arrow is not used if duration is allowed to expire.
Range: As per bow / crossbow / thrown range
Duration: Instant
Mega-Damage: Initial Arrow: 4D6+6, each additional arrow inflicts 2D6 M.D.C. (One additional arrow is created per level of experience of creator)
To Activate: None, magic energy is already stored in arrow
P.P.E. to Create: 50 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time), Blinding Flash, and Spinning Blades.
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 1D6x10 minutes
Black Market Cost: 2,500 credits.

Techno-Wizard "Wraith" Arrows:
Special enchanted techno-wizard arrow which when fired becomes intangible until it strikes it opponent. The arrow will penetrate any normal material and is only stopped by magical armor / shield and force fields. There are stories of arrows being shot at a person inside of a tank and hitting them but the shots are normally considered blind (-9 to strike if the person cannot be seen at all). Against force fields and magical armors, the weapon will inflict double damage and not penetrate. Due to being intangible, the arrow is virtually impossible to parry. The armors are effective against vampires even while in mist and normally have a silver tip for heart shots against vampires. Effects creatures which in intangible by various means. Arrows can be found enchanted with the spell of "Enchant Weapon: Lesser" as well or without the spell but they inflict less damage. A group of 48 arrows can be enchanted by "Enchant Weapon: Lesser"at a single time. It does have a duration and needs to be renewed if the arrow is not used if duration is allowed to expire.
Range: As per bow / crossbow / thrown range
Duration: Instant
Mega-Damage / S.D.C. Damage: 4D6+6 S.D.C. direct to hit points against mortals, 8D6+12 direct to hit points against S.D.C. supernatural and magical creatures, and 8D6+12 M.D.C. against M.D.C. supernatural and magical creatures. Weapon inflicts 8D6+12 against force fields and magical armor (S.D.C. or M.D.C. as appropriate.) Spell will effect creatures which are intangible as well. Arrows are usually silver tipped so that they can disable a vampire if they lodge in the heart. Note: Passes right through most normal materials.
Damages are halved without "Enchant Weapon: Lesser
To Activate: None, magic energy is already stored in arrow
P.P.E. to Create: 40 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time) - can be created without spell but inflicts half damage, Blinding Flash, and Wraith Blade.
Physical Requirements: Arrow and smoky quartz crystal worth 20 Credits
Time to Create: 1D4x10 minutes
Black Market Cost: 2,250 credits.



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Writeup by Kitsune (E-Mail Kitsune).


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