A cantrip on arrows


Rules Questions

Liberty's Edge

Continuing a discussion on another thread...
I would like to be able to put the "Disrupt Undead" cantrip on some arrows. Ammunition is generally enchanted in lots of 50, so arguably it would be equivalent (in cost) to making a wand. Is this possible by RAW? I would probably have to buy masterwork arrows enchant.


Do you mean to just make your arrows +1d6 vs undead?

Maybe this? It's 3.5 but the least version does exactly what you need:

Truedeath Crystal:

Truedeath Crystal
Price (Item Level): 1,000 gp (4th) (least); 5,000 gp (9th) (lesser); 10,000 gp (12th) (greater)
Body Slot: -- (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) evocation
Activation: --
Weight: --

This amethyst is carved in the shape of a humanoid skull.

Clerics craft truedeath crystals to aid themselves and others in sending undead to their final rest.

Least: A weapon with this crystal attached deals an extra 1d6 points of damage to undead.
Lesser: As the least crystal, and the weapon also functions as a ghost touch weapon (DMG 224).
Greater: As the lesser crystal, and the weapon can deliver sneak attacks and critical hits against undead as if they were living creatures.

Prerequisites: Craft Magic Arms and Armor, consecrate.

Cost to Create: 500 gp, 40 XP, 1 day (least); 2,500 gp, 200 XP, 5 days (lesser); 5,000 gp, 400 XP, 10 days (greater)

Truedeath crystals are valuable to characters at all levels of play. At low levels, the least truedeath crystal provides a much needed damage bonus against undead menaces. At medium levels, the lesser version of the crystal can be added to a favorite magic weapon when incorporeal undead are encountered. For high-level rogues, ninjas, scouts and other characters whose worst nightmares include their inability to combat undead, the greater crystal is a tremendous boon. It allows these characters to harm undead with sneak attacks, sudden strikes, skirmishes--and of course critical hits!

edit: BTW Is it ok to post This here? Here's the source:

Product spotlight: Magic Item Compendium, Preview 1


As a source of cheap undead-killing arrows, this will not work per RAW.

The magic item creation rules say:

Quote:
A magic weapon must have at least a +1 enhancement bonus to have any melee or ranged special weapon abilities.

So you can't just take a stack of 50 generic arrows and make them undead-killer arrows. You have to do it on a stack of 50 +1 arrows, which will cost you 2,000 gp per stack before you start adding anything else.

The next problem is that the arrow itself is not capable of casting or targeting a ranged touch attack. I assume you just wanted the arrow to be imbued with positive energy so it does +1d6 damage against undead. That sounds like a weapon property to me, and so I'd charge a minimum of a +1 bonus to get it, raising the cost for that stack of 50 arrows to 8,000 gp for the enchantment, plus the cost of 50 masterwork arrows to enchant.

Maybe your GM will be nice and let you do it anyway, but it'd have to be a house rule.

What you really need to do is enchant your bow with the undead bane property. A +1 Undead Bane Longbow works as a regular longbow against most things -- 1d8+1 damage per arrow. Against undead, the bow's attack rolls jump to +3, and it does 1d8+2d6+3 damage per arrow. More if you make it a composite longbow and add your STR bonus. The arrows themselves can be plain old non-enchanted non-masterwork arrow -- they become magic by virtue of being fired out of the magic bow.

Liberty's Edge

Hmmmm....
We actually have the ability to make an Undead Bane weapon. My Zen Archer's bow is already +1. We may not have the tine.


Tinalles wrote:


The next problem is that the arrow itself is not capable of casting or targeting a ranged touch attack. I assume you just wanted the arrow to be imbued with positive energy so it does +1d6 damage against undead. That sounds like a weapon property to me, and so I'd charge a minimum of a +1 bonus to get it, raising the cost for that stack of 50 arrows to 8,000 gp for the enchantment, plus the cost of 50 masterwork arrows to enchant.

Considering Bane is worth a +1 enhancement bonus, but it gives +2 attack and +2d6 damage, I think +1d6 damage vs Undead should be considerably cheaper. Remember, this doesn't have to be a weapon property, it can be an independent magic item, like Sleep Arrows.

Using the magic item creation rules, lets look at an appropriate cost.

Single use, use-activated (firing the arrow) is Spell level x Caster level x 50gp. 0 level spells are 1/2 the cost of 1st level spells, so 25gp per arrow is the base price, or 12.5 gp to make the item yourself.

If I were the GM, I think I would initially put the price at 25gp to create, test them out and see how useful they are, how much impact they have on the game, etc, then adjust the price accordingly. These would not be enchantable with an enhancement bonus or other weapon properties.


Theconiel wrote:

Continuing a discussion on another thread...

I would like to be able to put the "Disrupt Undead" cantrip on some arrows. Ammunition is generally enchanted in lots of 50, so arguably it would be equivalent (in cost) to making a wand. Is this possible by RAW? I would probably have to buy masterwork arrows enchant.

The arrows have to be at least +1 arrows first. So that sets the cost per arrow to 46 gp. Then determine the cost for the disrupt undead, which should be +1,000 gp for 50 of them. Bringing the cost per arrow to 66 gp.

So a +1 disrupt undead arrow would be 66 gp.

EDIT: Let me give clearer explanations so that it's easier to understand why it's 66 gp an arrow.

The cost for a use-activated 1st level caster level 1 spell on the 50 stack of arrows is 2,000 gp. You divide the cost by 2 to determine the cost for a cantrip (1,000 gp). This price is directly to the 50 stack's current price (about 2,300 gp), bringing the price to 3,300 gp. Divide the final price by 50 to find the cost per arrow (66 gp).

Incidentally, other cantrip arrows have the same cost. Acid splash, ray of fire, and ray of frost are decent spell effects to add a tiny bit more damage to your attacks. Just remember that most of these spells are subject to spell resistance and only have CL 1; meaning they're ineffective vs some enemies.


If not for damage, are there any other good cantrips to add to arrows, our rather, make into the arrows? A healing arrow would be amazing, just not sure on the pricing from the different cure spells.


Grizzly the Archer wrote:
If not for damage, are there any other good cantrips to add to arrows, our rather, make into the arrows? A healing arrow would be amazing, just not sure on the pricing from the different cure spells.

I would consider making spell arrows - a use-activated consumable using the same cost as potion of the same level and caster level.


Drejk wrote:
Grizzly the Archer wrote:
If not for damage, are there any other good cantrips to add to arrows, our rather, make into the arrows? A healing arrow would be amazing, just not sure on the pricing from the different cure spells.
I would consider making spell arrows - a use-activated consumable using the same cost as potion of the same level and caster level.

Could you give an example of cost and construction for you're type of arrow?


Arrow of curing light wounds: A magical arrow that can be fired with a standard action as a ranged touch attack against single creature affecting it with cure light wounds spell healing living creature for 1d8+1 points or damaging undead creature for the same amount(saving throw DC 11). Base Price 50 gp (CL 1st x spell level 1 x 50 gp).

Arrow of blindness: A magical arrow that can be fired with a standard action as a ranged touch attack against single creature affecting it with blindness spell (Fort negates, DC 13). Base Price 300 gp (CL 3rd x spell level 2 x 50 gp).

Arrow of fireball: A magical arrow that can be fired with a standard action as a ranged touch attack single intersection on a grid (AC 5) and deviating on a miss like a splash-weapon. Upon the point of impact it explodes like a fireball dealing 5d6 points of fire damage or half on a successful Reflex saving throw (DC 14). Base Price 750 (CL 5th x spell level 3 x 50 gp).

All spell arrows are destroyed upon use. Optionally this could be arrowheads instead of arrows, that can be placed upon home-made arrows or bolts for greater flexibility of use. They require standard action to fire to prevent carpet-bombarding opponents with Many Shot-Rapid Shot-haste-fired bow.


Why do I need to use a standard to activate? I thought they activate on use, as in impact when fired.

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