\section{Bows}
\weapon{Talik}{Talistin Likoso}{Tsdekeii}{A beautiful, black long bow}
{Long Bow+2}{Requires a minimum of 17 Strength to use. \\
Doubles Arrow \\
Detect Evil}
{Tarniku Kelos}\index{}\index{Talik}

This bow was created by Talistin the Cleric to help further his religion and
had Tsdekeii enchant it. (To fill a debt.) You must have a 17 or better 
strength to pull this bow. If you have 18 or better you can get two shots off
a round. When entering battle in the first round of attacking the bow will 
double the arrow. That is a second arrow of the same type will appear and hit
the target. The magic arrow will not miss. (1d8+2 Damage). The bow also with
glow a yellow-orange color in the presense of evil. (10' Radius.) 

\weapon{LightBow}{Gandalf GreyStone}{Gandalf GreyStone}{Unstrung Longbow}
{Longbow}{See Notes.}{Paul Hinker}\index{}\index{LightBow}


{\bf Description}    The LightBow is the ultimate weapon for a Fighter PC.  Made
 from the wood of the rare Lillith tree harvested during the Aragorn moon
  (which only occurs once every 10 years).  The LB itself appears to be an
  unstrung longbow.  It will not radiate magic until and unless picked up by
  a Fighter.  This is because the LB draws its power directly from the Fighter
  which accounts for the unique abilities of the bow. (See below) \\

{\bf History}         After recovering the Sapphire Key from Mt. Tain for
Gandalf,
  the Ranger, Phaetal, was presented with the first (and at the time only)
  LightBow.  Phaetal and his party (Tanis half-elven MU/Th, Nok Human MU,
  Zarael Human Assassin [posing as a thief], and Arakeen Elven Druid) known
  as the Crimson Shades, had many adventures in which the LB was of great
  use to the party.  Years later during an epic battle with the black monk
  Omne, the LB was severely damaged and returned to Gandalf for repair.  There
  the LB remains with Gandalf due to the fact that the Crimson Shades have not
  returned to reclaim (or pay for) the weapon. \\

{\bf Powers}          When held as if being drawn, a bowstring and arrow
  appear.  This string and arrow shed light in a 30' radius much the same as
  the 1st level Magic-User's spell Light.  Note : The Fighter can carry nothing
 else in his/her hands when performing this function of the bow since it
  requires both hands. \\

  Arrows released from the bow vary in range/damage/number depending on the
  level of the Fighter using the bow.  The progression is as follows :
{\tiny \begin{center}\begin{tabular}{l l l l l l l}
Level &  Number/Rnd & Range & Damage & + to Hit & + to Damage & Type \\ \hline
1-2 & 2 & 50 yds & 1d6 & +0 & +1 & A \\
3-6 & 2 & 80 yds & 1d6 & +1 & +1 & AB \\
7-9 & 3 & 90 yds & 1d8 & +2 & +1 & AB \\
10-14 (1) & 3 & 110 yds & 1d10 & +2 & +2 & ABC \\
14+ & 4 (2) & 130 yds & 1d10 & +3 & +3 & ABCD \\
\end{tabular}\end{center}}

{\tiny Types : \\
  A : This arrow does damage in much the same was as the Magic-User spell 
    Magic Missile.  Note : at level 1 and 2 this arrow will not effect 
    creatures hit only by +1 or better weapons.  At higher levels, however,
    this arrow will have an effect on such creatures.  (See + to Hit table
    above) \\

  B : This arrow burns intensely and inflicts its damage by fire.  This means
    that the arrow inflicts double damage to cold based creatures (white
    dragons, frost giants, hoar hounds, etc.)  This arrow will also ignite
    combustibles if they fail a saving throw versus magical fire. \\

  C : This arrow produces numbing cold and therefore inflicts double damage to
    fire based creatures (red dragons, hell hounds, fire giants, etc.) \\

  D : This arrow inflicts no damage but creatures or objects struck with this
    arrow are effected as if by the Magic-User spell 'Dispel Magic' at the
    Fighter's level.  For instance, the Fighter is in a battle and sees that
    one of his/her opponents is attempting to attack the Fighter's party from
    the air.  The Fighter fires a volley of type-D arrows at the opponent
    and successfully hits.  The opponent must now make a saving throw versus
    dispel magic (see PH description of dispel magic for calculating %'s) or
    fall from the sky taking damage unless appropriate means are employed to
    stop his/her fall. \\

Additional notes : \\
   (1).  At 10th level and above, the Fighter may choose multiple
         targets to strike during each round.  For instance, a 10th level
         Fighter may decide to shoot one arrow at a kobold and two arrows are
         an orc during the same round. \\
   (2).  Only one type-D arrow can be fired per round. \\
   (3).  Arrow types may not be mixed during one round of fire. \\
   (4).  Any arrow (of the type selectable by the Fighter at his/her level) may
        be chosen during a given round. \\
   (5).  The type of arrow can be changed each round if the Fighter can select
         multiple arrow types. \\
   (6).  The Fighter need not pull and release the 'bowstring' to release
         multiple arrows.  One pull and release will release as many arrows
         (up to the specified limit) as the Fighter desires. \\
   (7).  If the Fighter is severely wounded, the arrows released by the bow
         will have a reduced effect.  For instance, if the Fighter has lost
         between 50% and 75% of his/her hitpoints, the arrows released will
         do 1/2 damage and only travel 1/2 distance shown above.  If the
         Fighter is down 75% or more, ranges and damages will be 1/4 shown.
         This is due to the fact that the bow draws power directly from the
         Fighter to create its missiles.  The LB may not be used at all if the
         Fighter is recovering from being brought to below 0 hit points until
         he/she is fully recovered. \\ }

\weapon{HeartBow}{Unknown}{Crommon Darshistra}
{Appears to be a well made bow of yew or ash, bedecked with silver and jeweled
trappings and strung with a mithril cable string.}
{Bow}{Never Misses}{Atomic Playboy}\index{}\index{HeartBow}

Will radiate magic only weakly when found but if used, the archer will instantly 
loose all hp. and have to save vs. spell. If the save is successful, the user has
a heart no longer. Otherwise they Die. It is contained within a prism which is on the the
handle of the bow. After saving the user can regain their hit points normally. Any class
may use the bow and it always hits its target. Unfortunately, the user must be in
close proximity (within 50 yards) of the bow at all times or he will become faint
from lack of circulation. Unconsciousness will arise within one minute and zero hp
will achieved. If this happens the user must either get the bow back within 1d8 rounds or
save vs. spell. If they succeed then they get their heart back and can heal from 0
otherwise they die.
 Crommon was a gifted individual, he could identify anything by its true
name on sight. Thus, as part of his magic, anything he made for himself involved
the use of a true name. His greatest invention, the heartbow, involved speaking
the true name of the object in sight and releasing the string.
Hence, speaking the common name of an object works, but if there is another
object with the same common name in sight (the users sight) there is an equal
chance that the bow will hit either object.
\weapon{Siridar}{Unknown}{Unknown}{Siridar appears to be a standard longbow,
just under 6 feet
                 long, but with one major difference.  It lacks a bowstring,
                 but retains a standard bow curve.  It is constructed of an
                 iridescent red metal similar to adamantite.  Located on the
                 grip are three rubies (each one corresponding to a finger;
                 the index, middle and ring fingers); they are flush with the
                 grip surface.  The bow itself is unable to fire normal
                 arrows; any individual who tries to string the bow will
                 receive 1d6 of fire damage.}{Standard Bow}
{By pulling on an 'imaginary' bow string and pressing a specific
       combination of rubies, one can create a variety of effects: (1=pressed,
       0=not pressed; e.g.  1-0-0 means the first ruby is pressed and the
       other two are not.) \\
         1) 0-0-1  Equal to the Pyrotechnics spell at the 8th level of
                   ability.  The pyrotechnics effect is approximately 25 cu.
                   ft. and the fireworks effect is approximately 2500 cu.
                   ft.  1 charge per use. \\
         2) 0-1-0  Meteor Swarm (9" range); creates eight spheres of 1'
                   diameter, each causing 5-20 hp damage.  3 charges per use \\
         3) 0-1-1  6-die Fireball.  Two charges per use. \\
         4) 1-0-0  Incendiary Cloud as an 6th level caster.  Two charges per
                   use. \\
         5) 1-0-1  Wall Of Fire as 5th level caster; must be fired at the
                   ground.  2 charges per use. \\
         6) 1-1-0  Flaming Sphere Spell as a 7th level caster.  2 charges per
                   use. \\
         7) 1-1-1  Fire Arrow which causes 1d8 fire damage.  1/2 charge per
                   use. \\ }{ Chad
Okumura}\index{}\index{Siridar}\index{``Fire'' |see{Siridar}}
All other combinations have no effect.  The bow itself has a
      total of 12 charges per day.  The user of the bow is invulnerable to all
      forms of normal fire, and all damage done by magical fires are at -3 per
      die; any saves vs. firey effects are made at +4.  It has no 'to hit'
      bonuses, but is treated as a +5 weapon for affecting creatures which
      require a magical weapon to be hit.

\weapon{Aeschus}{Unknown}{Unknown}
{Aeschus appears to be a standard longbow, just under 6 feet
                 long, but with one major difference.  It lacks a bowstring,
                 but retains a standard bow curve.  It is constructed of a
                 deep blue metal with iridescent flecks of electric blue.  The
                 substance of the bow is similar to adamantite.  Located on
                 the grip are three sapphires (each one corresponding to a
                 finger; the index, middle and ring fingers); they are flush
                 with the grip surface.  The bow itself is unable to fire
                 normal arrows; any individual who tries to string the bow
                 will receive 1d6 of electrical damage.}{Standard Bow}
{By pulling on an 'imaginary' bow string and pressing a specific
       combination of sapphires, one can create a variety of effects:
       (1=pressed, 0=not pressed; e.g.  1-0-0 means the first sapphire is
       pressed and the other two are not.) \\
         1) 1-0-1  As the Chain Lightning spell as a 12th level caster.  Four
            charges per use. \\
         2) 1-1-0  Effect similar to the 'shooting stars' effect from the ring
            of the same name.  It fires 3 lightning balls, each inflicting 2-
            12 hit points of damage.  Three charges per use \\
         3) 0-1-1  6-die Lightning Bolt.  Two charges per use. \\
         4) 0-1-1  Spark shower similar to the effect cast by the ring of
                   shooting stars; fires a cloud of sizzling purple sparks,
                   which fans out from the bow for 20' to a breadth of 10'.
                   Inflicts 2-8 damage to 'insulated' targets, and causes 4-16
                   damage otherwise.  Two charges per use. \\
         5) 1-0-0  Causes a sheet of lightning if fired at the ground; creates
                   a 5 die lightning bolt otherwise.  This sheet of lightning
                   causes 3d4 damage to all 'insulated' targets in the area
                   other than the wielder.  Any targets which are not
                   insulated take 4d4 damage.  Four charges per use. \\
         6) 1-1-0  Lightning Arrow which causes 1d10 lightning damage.  1
                   charge per use.}{ Chad Okumura}\index{}\index{Aeschus}
\index{``Lightning'' |see{Aeschus}}

All other combinations have no effect.  The bow itself has a total
            of 17 charges per day.  The user of the bow is invulnerable to
            normal lightning and all damage done by magical lightning is at -3
            per die; any saves vs.  electrical effects are made at +4.  It has
            no 'to hit' bonuses, but is treated as a +5 weapon for affecting
            creatures which require a magical weapon to be hit.
\weapon{Typhon}{Unknown}{Unknown}{Typhon appears to be a standard longbow, just
under 6 feet
                 long, but with one major difference.  It lacks a bowstring,
                 but retains a standard bow curve.  It is constructed of an
                 ivory substance similar to adamantite.  Located on the grip
                 are three diamonds (each one corresponding to a finger; the
                 index, middle and ring fingers); they are flush with the grip
                 surface.  The bow itself is unable to fire normal arrows.
                 Any individual attempting to string Typhon will be unable to;
                 the string will ALWAYS break first.}{Standard Bow}
{By pulling on an 'imaginary' bow string and pressing a specific
       combination of diamonds one can create a variety of effects:
       (1=pressed, 0=not pressed; e.g.  1-0-0 means the first diamond is
       pressed and the other two are not.) \\
         1) 1-0-1  Gust of Wind spell at 11th level of experience.  Three
                   charges per use. \\
         2) 0-0-0  Fires a yellowish green column which 'detonates' upon
                   impact, releasing a Cloudkill spell of 7th level intensity.
                   Four charges per use. \\
         3) 0-1-0  7 Magic Missiles as the spell of the same name.  Two
                   charges per use. \\
         4) 1-1-0  Fires a purplish column which 'detonates' upon impact,
                   releasing a Stinking Cloud spell of 5th level intensity.
                   One charge per use.}{ Chad Okumura}\index{}\index{Typhon}
\index{``Air'' |see{Typhon}}
  All other combinations have no effect.  The bow itself has a total
            of 16 charges per day.  The user of the bow is invulnerable to all
            inclement weather.  The user may also Fly at will, and a Feather
            Fall spell is constantly in effect over the wearer.  It has no 'to
            hit' bonuses, but is treated as a +5 weapon for affecting
            creatures which require a magical weapon to be hit.

\weapon{Argent}{Unknown}{Unknown}
{Argent appears to be a standard longbow, just under 6 feet
                 long, but with one major difference.  It lacks a bowstring,
                 but retains a standard bow curve.  It is constructed of a
                 silvery metal similar to adamantite.  Located on the grip are
                 three pearls (each one corresponding to a finger; the index,
                 middle and ring fingers) The bow itself is unable to fire
                 normal arrows; any individual who tries to string the bow
                 will receive 1d6 of frost damage.}{Standard Bow}
{By pulling on an 'imaginary' bow string and pressing a specific
       combination of pearls, one can create a variety of effects: (1=pressed,
       0=not pressed; e.g.  1-0-0 means the first pearl is pressed and the
       other two are not.) \\
         1) 1-1-0  Cone of Cold, doing 7d4+7 damage.  3 charges per use. \\
         2) 1-0-1  Ice Storm (must be fired into the air; becomes a less
                   potent cone of cold otherwise, inflicting 5d4+5).  5th
                   level of experience.  3 charges per use. \\
         3) 1-0-0  Wall of Ice (must be fired towards the ground; becomes a
                   less potent cone of cold otherwise, inflicting 5d4+5).  4th
                   level of experience.  3 charges per use. \\
         4) 0-0-0  Fires a beam of energy similar to the ray form of Otiluke's
                   Freezing Sphere at the 6th level of experience.  2 charges
                   per use. \\
         5) 1-1-1  Shaft of ice which cause 1d8 damage each. 1 charge per use.}
{Chad Okumura}\index{}\index{Argent}\index{``Frost'' |see{Argent}}
All other combinations have no effect.  The bow itself has a total
            of 18 charges per day.  The user of the bow is invulnerable to all
            forms of normal cold, and all damage done by magical cold are at
            -3 per die; any saves vs. cold effects are made at +4.  It has no
            'to hit' bonuses, but is treated as a +5 weapon for affecting
            creatures which require a magical weapon to be hit.
\weapon{Presus}{Unknown}{Unknown}
{ Presus appears to be a standard longbow, just under 6 feet
                 long, but with one major difference.  It lacks a bowstring,
                 but retains a standard bow curve.  It is constructed of a
                 deep charcoal metal with dull silver flecks.  The substance
                 is similar to adamantite.  Located on the grip are three
                 small platinum disks (each one corresponding to a finger; the
                 index, middle and ring fingers) The bow itself is unable to
                 fire normal arrows; any individual who tries to string the
                 bow will receive 1d6 of corrosive damage.}{Standard Bow}
{By pulling on an 'imaginary' bow string and pressing a specific
       combination of platinum disks, one can create a variety of effects:
       (1=pressed, 0=not pressed; e.g.  1-0-0 means the first disk is pressed
       and the other two are not.) \\
         1) 1-1-0  Fires a light grey column which 'detonates' upon impact,
                   releasing a gaseous cloud of potent acid.  Effects are
                   somewhat similar to the cloudkill spell; it automatically
                   slays creatures with less than 5 HD, cause creatures with 5
                   to 6 HD to save vs. magic at -5 on the dice roll, and
                   creatures up to 7 HD to save vs magic normally or be slain
                   by the cloud.  Any creatures who save still take 1d10
                   damage per round.  Three charges per use. \\
         2) 0-0-1  Fires a Melf's Acid Arrow spell; causes 2-5 hp per round
                   for 3 rounds after impact.  One charge per use.}
{Chad Okumura}\index{}\index{Presus}\index{``Acid'' |see{Presus}}
All other combinations have no effect.  The bow itself has a total
            of 15 charges per day.  The user of the bow is invulnerable to all
            forms of normal acid, and all damage done by magical acid are at -
            3 per die; any saves vs.  acid effects are made at +4.  It has no
            'to hit' bonuses, but is treated as a +5 weapon for affecting
            creatures which require a magical weapon to be hit.
\weapon{Geo}{Unknown}{Unknown}
{Geo appears to be a standard longbow, just under 6 feet long,
                 but with one major difference.  It lacks a bowstring, but
                 retains a standard bow curve.  It is constructed of a
                 earthy brown metal similar to adamantite.  Located on the
                 grip are three pieces of hematite (each one corresponding to
                 a finger; the index, middle and ring fingers); they are flush
                 with the grip surface.  The bow itself is unable to fire
                 normal arrows; any individual who tries to string the bow
                 will receive 1d6 of 'mystical backlash' damage.}{Standard
Bow}
{By pulling on an 'imaginary' bow string and pressing a specific
       combination of stones, one can create a variety of effects: (1=pressed,
       0=not pressed; e.g.  1-0-0 means the first hematite stone is pressed
       and the other two are not.) \\
         1) 0-0-1  This effect fires a light grey bolt which will turn any
                   creature to stone upon impact unless they make the
                   appropriate saving throw.  Three charges per use. \\
         2) 0-1-0  Fires a solid bolt of earth which causes 1d8 damage.  One
                   charge per use. \\
         3) 0-1-1  Excavates earth as a dig spell of 10th level intensity (50
                   cubic feet per shot; must be aimed at the ground; it
                   otherwise dissipates harmlessly) \\
         4) 1-0-0  Creates a Wall of Stone (1/2' thick and 40' square) if
                   aimed at the ground.  It otherwise fires a solid earthen
                   bolt which causes 1d10 damage.  Two charges per use.}
{Chad Okumura}\index{}\index{Geo}\index{``Earth'' |see{Geo}}
All other combinations have no effect.  The bow itself has a total
            of 16 charges per day.  The user of the bow is resistant to earth
            type magic, and all damage done by such effects are at -3 per die;
            any saves vs. such effects are made at +4.  Furthermore, the user
            is immune to any and all petrification type attacks.  It has no
            'to hit' bonuses, but is treated as a +5 weapon for affecting
            creatures which require a magical weapon to be hit.
\weapon{Shirak}{Unknown}{Unknown}
{Shirak appears to be a standard longbow, just under 6 feet
                 long, but with one major difference.  It lacks a bowstring,
                 but retains a standard bow curve.  It is constructed of deep
                 purple mithril.  There are four amethysts set in the grip of
                 the bow, each flush with the grip surface, each with a gold
                 border.  The bow itself is unable to fire normal arrows and
                 cannot be strung.}{Standard Bow}
{By pulling on an 'imaginary' bow string and pressing a specific
       combinations of buttons, one can achieve a variety of effects, each
       similar to a magic-user spell at the 10th level of effectiveness: \\
     Crystalbrittle; 10' range.  Five charges per use. \\
     Energy Drain; 15' range.  Eight charges per use. \\
     Prismatic Spray; 40' range.  Four charges per use. \\
     Fear; 60' range.  Save at -4 or flee in fear.  Also affects undead.
       One charge per use. \\
     Stun; 60' range.  Any creature who has no more than 160 hit points will
       be stunned and will reel for 3-12 rounds, dropping anything it held in
       its hands.  Two charges per use. \\
     Sleep; 60' range.  Will immediately affect any creatures with 8 HD or
      less.  One charge per use. \\
     Otiluke's Resilient Sphere; 60' range.  Entraps opponent.  Two charges
       per use. \\
     Fire Arrow; 45' range. Causes 1d10 of flame damage. One charge per use.  \\
     Frost Arrow; 45' range. Causes 1d8 of frost damage. One charge per use.  \\
     Lightning Arrow; 45' range. Causes 1d8 of electrical damage.  One
       charge per use. \\
     Slow; 50' range.  One charge per use. \\
     Ray of Enfeeblement; 40' range.  Two charges per use. \\
     Confusion; 40' range.  Two charges per use. \\
     Magic Missile; 50' range.  Creates three magic missiles.  One charge
       per use. \\
     Teleport; 40' range.  Gives the appearance of disintegrating the
       target.  Three charges per use. \\
     Repulsion; 60' range.  Two charges per use. \\
     Maximum of 10 charges.}
{Chad Okumura}\index{}\index{Shirak}\index{Wizard Bow |see{Shirak}}
An INCREDIBLY powerful weapon, it's primary weakness is its low
            capacity to hold charge.  DMs may want to make a particularly
            difficult means of recharging the weapon (I might suggest a SERIES
            of several tasks which must be fulfilled at a particular, specific
            time in order to be recharged.  One task might be slaying an
            airborne ancient red dragon under a full moon and then wrapping
            the bow in its encephalic fluids for one hour, at which point it
            would have to be wiped clean by the dried hide of a week old
            doppleganger, etc.  but the recharging process should be extremely
            difficult.)
