Superior & Minor Magic Missiles

Gold piece costs are given for single missiles. Full quivers (20 arrows, 10 bolts or bullets) cost 10% less when bought in bulk, and full braces (quantity of 50 or more) cost 20% less than the listed price. A brace of Dazer missiles would cost 1000 gp while a brace of Messengers would cost 5280 gp.

Using superior missiles in treasure determination

  • Any treasure that results in a non-magic missile or missile weapon is 15% likely to instead result in superior missiles
  • Use the table Missile Type Determination to decide the type of missile
  • Use the table Superior Missiles to determine the nature of the missile, rerolling if necessary until an appropriate result is found
  • Superior missiles come in full quiver quantities (20 arrows, 10 bolts or bullets)

    Using minor magic missiles in treasure determination

  • Any minor magic treasure that results in a missile is 50% likely to instead result in minor magic missiles
  • Any medium magic treasure that results in a missile is 25% likely to instead result in minor magic missiles
  • Any major magic treasure that results in a missile is 10% likely to instead result in minor magic missiles
  • Use the table Missile Type Determination to decide the type of missile
  • Use the Minor Magic Item table to determine the actual missile result
  • Use the Minor Magic Missile Quantity table to determine the number of missiles

    Missile Type Determination

    d% Missile Type
    01-40 Arrow
    41-70 Bolt
    76-95 Sling Bullet
    96-100 Staff Sling Bullet

    Minor Magic Missile Quantity

    Minor Medium Major Quantity
    01-70 01-30 - 1d6
    71-85 31-50 - 1d10
    86-90 51-70 01-10 Full Quiver
    91-98 71-85 11-30 Full Brace
    99-100 86-90 31-60 1d6 and roll again*
    - 91-95 61-80 1d10 and roll again*
    - 96-100 81-90 Full Quiver and roll again*
    - - 91-100 Full Brace and roll again*
    * Roll again: result is the listed quantity, plus another minor magic missile. Begin process again and combine all results.

    Superior Missiles

    d% Missile Market Price
    01-15 Barbed 4 gp
    16-45 Blunted 2 gp
    46-75 Broadhead 2 gp
    76-85 Glass Arrow 10 gp
    86-100 Whistler 4 gp

       Barbed: Arrow or Bolt is unusually difficult to remove
       Blunted: Arrow, Bolt or Bullet does full subdual damage but only 1/2 regular damage
       Broadhead: Arrow, Bolt, or bullet is +1 damage vs unarmored/light armor, -1 damage vs medium/heavy armor
       Glass Arrow: Arrow only. Has no head and does only 1pt damage. It has a thick hollow shaft of blown glass that can be filled with liquid or powder (about 1 oz) and will shatter on striking. Glass arrows shatter when fired 5% of the time
       Whistler: Arrow, Bolt or bullet is -2 damage but makes a loud, piercing whistle during flight

    Minor Magic Missiles

    d% Missile Market Price
    01-03 Attraction 132 gp
    04-11 Branding 25 gp
    12-18 Burning 30 gp
    19-26 Dazer 25 gp
    27-34 Distraction 25 gp
    35-39 Enfeeblement 60 gp
    40-47 Flarrow 25 gp
    48-54 Freeze 30 gp
    55-59 Greaser 60 gp
    60-67 Light Missile 25 gp
    68-70 Messenger 132 gp
    71-73 Ram 132 gp
    74-78 Reduction 60 gp
    79-81 Reproduction 132 gp
    82-84 Roping 132 gp
    85-87 Seeker 132 gp
    88-94 Speed 30 gp
    95-97 Sleep 132 gp
    98-100 Spark 132 gp

    Unless otherwise noted below, missiles have normal attack and damage rolls in addition to listed special abilities.

       Attraction: On a successful hit, all other missiles fired by the same weapon get +4 attack against the same target
       Branding: Targets struck by this missile are marked as per the cantrip Arcane Mark. Firer describes the desired mark before firing the missile.
       Burning: On a successful hit, this missile does an additional 1d4 fire damage (no save)
       Dazer: Emits a disorienting noise. Creatures that can hear and are struck make a Will save vs DC 10 or are effected by a Daze spell
       Distraction: This missile gives off strange illusionary noises, as per the Ghost Sounds cantrip. The firer describes the desired sound which will begin to emit (and last for up to 5 rounds) once the missile strikes something or reaches the end of it's flight.
       Enfeeblement: Creatures struck by this missile are subject to a Ray of Enfeeblement spell cast at level 1
       Flarrow: Flashes brightly on hitting. Creatures struck make a Reflex save vs DC 10 or are effected by a Flare spell
       Freeze: On a successful hit, this missile does an additional 1d4 cold damage (no save)
       Greaser: Creatures struck by this missile are coated with Grease (as per the spell) spell cast at level 1
       Light Missile: Firing this missile causes it to glow as per the cantrip Light for 5 rounds
       Messenger: Arrow/Bolt only. User ties a message (or other similar cargo) to the missile, speaks the name of the recipient, and fires into the air. Missile flies through ether seeking recipient and re-materializes, striking a nearby wall/tree/whatever to deliver the message
       Ram: +1 attack. Creatures within one range increment make a Fortitude save vs DC 11 or are knocked prone. If within 30' add a bull rush at STR 25. Opens doors and targets objects at STR 25.
       Reduction: Creatures or objects struck make a Fortitude save vs DC 11 or are Reduced 10%
       Reproduction: If placed in a quiver (or if a bullet, a bullet pouch), this missile "divides" once per hour and creates a new non-magical missile. Will not "divide" if the container is already full.
       Roping: +1 attack. Arrow or Bolt (only - cannot be bullet) leaves trail of smoke. On a hit, tiny barbs deploy holding missile fast into target, and smoke trail coalesces into a stout hemp rope.
       Seeker: +1 attack. This missile ignores cover. Firer must be able to see target when missile launched, and there must be a path to the target (does not have to be a straight path)
       Sleep: +1 attack, does subdual damage, creature struck make a Will save vs DC 11 or fall asleep
       Spark: On a successful hit, this missile does an additional 1d4 electrical damage (no save)
       Speed: Readying this missile before an encounter gives the firer +5 initiative - but only if the user's action is to fire the missile