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The Purifiers
September 05, 2015
In the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.
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Reference Scrolls
May 05, 2015
Some of the most viewed pages on this site are the O.C.C. List, Race List, and Skills List, all for Palladium Fantasy. This includes material from the various books, along with which book they're located in. This is an invaluable resource for new and experienced gamers alike.
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September 05, 2015
Whether you're new to the site or a long time fan but can't find an old favorite, feel free to check out the Sitemap. This is a list of all the pages on this site to help navigate you through your trip into the fantasy.
Millennium Bows
Bow of Enchantment
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Possesses the usual features plus the following:
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The constant powers of the bow will ensure the string never breaks and all arrows launched fly straight and sure. Bonuses: +1 on initiative and +1 to strike.
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Enchanter magic: A total of eight enchantments (any combination or repetition) can be cast per 24 hour period. Any arrow notched in the bow can be enchanted with one of the magic types of arrows used by the Scathach Druid (see World Book 3: Rifts England for details). This includes the arrows made of Hawthorn, Alder, Cedar, or Oak. The arrows do not need to be made of these materials to receive these enchantments. However, these items lose their enchantment after only one melee round (15 seconds). This means they cannot be stored or saved for later use.
Bow of the Hunter
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Possesses the usual features plus the following:
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The constant powers of the bow allow the wielder to track any arrow fired from this bow. This allows the wielder to find irreplaceable arrows (such as Millennium Arrows) or to hunt down prey that's already been struck. Bonuses: Tracking at 98%, even if the arrow is broken off, as long as a tiny sliver remains in the victim the character can track it down regardless of distance.
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Spell magic: A total of ten spells (any combination or repetition) can be cast per 24 hour period. Spells available include: Detect Concealment, Magic Net (can be cast on an arrow to extend the spell's range, but accuracy is then equal to that of the arrow), Eyes of the Wolf, and Metamorphosis: Animal. Spell strength is equal to a 10th level sorcerer.
Bow of Power
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Possesses the usual features plus the following:
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The constant powers of the bow allow the wielder to add in full strength bonuses to any arrows fired. If the character's strength can inflict M.D. (either naturally or magically), any arrow fired inflicts arrow damage or punch damage (whichever is greater). Note: S.D.C. arrows fired with M.D. strength will cause the arrow to shatter upon impact.
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Spell magic: A total of ten spells (any combination or repetition) can be cast per 24 hour period. Spells available include: Armor of Ithan, Invulnerability, Power Weapon (on arrows only), and Superhuman Strength. Spell strength is equal to a 10th level sorcerer.
Bow of the Slinger
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Possesses the usual features plus the following:
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The constant powers of the bow grant any who wield it with a natural talent for archery, even if the character has never touched a bow before! Bonuses: Automatically gains W.P. Archery equal to the character's level. Instead of using Rate of Fire, the character fires at a rate equal to his/her attacks per melee round, with an additional +1 attack when using the bow at levels 1, 5, and 10.
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Spell magic: A total of eight spells (any combination or repetition) can be cast per 24 hour period. Spells available include: Create Wood (can only be used to conjure a single wooden arrow), Deflect, Fleet Feet, Ricochet Strike (arrows only, and can be used to bounce off of walls for indirect attacks on opponents behind cover or to attack from behind). Spell strength is equal to a 10th level sorcerer.
Bow of the Unseen
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Possesses the usual features plus the following:
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The constant powers of the bow grant the wielder with eagle like vision (double normal range) and arrows will not waiver in their course. Bonuses: Double the range of all arrows and +2 to strike.
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Spell magic: A total of ten spells (any combination or repetition) can be cast per 24 hour period. Spells available include: Chameleon, Cloak of Darkness, Nightvision (equivalent of the psionic power), See Aura, See the Invisible, and Shadow Meld. Spell strength is equal to a 10th level sorcerer.
Millennium Arrows
Arrow of the Ether
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Possesses the usual features plus the following:
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Ethereal: Though normally a wooden area (a piece of the Millennium Tree), this arrow can turn incorporeal and damage any being without a physical form including energy beings, air elementals, entities, certain demons, vampires in mist form, etc.
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Damage: Same as a Millennium Wand against beings with a physical form, but inflicts 4D6 M.D. against the incorporeal.
Arrow of Life
The arrow looks like an ordinary arrow, only the fletching is made of four small buds sprouting from the end of the shaft. After each use, one of the buds falls to the ground. Loss of a bud does not impair the arrow's accuracy, but does indicate how often the properties can be used. Each budding takes 24 hours to regrow.
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Possesses the usual features plus the following:
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Superior healing: 1D6 Hit Points or S.D.C. points are restored for each bud/fletching on the arrow shaft (so the effectiveness of the healing reduces after each use) and the mystic healing is instant with no scars. The owner is also +2 to save vs. poisons, drugs, toxins, and disease, and +5% to save vs. coma.
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Damage: This is an arrow of life, and no matter how hard one might try this arrow will never harm a mortal (Hit Point/S.D.C. creature), but inflicts damage against vampires and other undead (including zombies, mummies, animated dead, etc.) dealing 3D6 damage (S.D.C. or M.D., whichever is appropriate).
Arrow of Root
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Possesses the usual features plus the following:
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Take Root: Once the arrow hits a target, the tip of the arrow begins to grow and takes root within its victim (or object) making it impossible to remove by simply pulling out or pushing through. The spell can be magically dispelled by the touch of the arrow's owner, or by surgically removing each and every root that's holding the arrow firmly in place.
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Damage: Equal to that of a Millennium Wand.
