Light Trail Arcane Archer Ability The character has learned the art of causing streamers of arcane might to trail behind her arrow, remaining after the arrow has struck its target. Each use of this ability costs ten energy. The light trails from the tail of the arrow and remains until the arrow's forward movement is no longer caused by the momentum imparted by the bow. The arrow remains as a stream of light steady in the air for one round per Arcane Archer ability the character possesses. Any being who touches the streamer takes damage equal to the damage the arrow that created it would do. Note that in most cases, the streamer may be avoided simply by ducking or jumping it. The swift movment of combat, however, requires a Body roll using the Acrobatics (Tumbling, Jumping, Flexibility) skill. Earthshaker Arcane Archer Ability The character has learned the art of moving the earth with his shots. Once per day for each time this ability is taken, the character may grant the Quake ability to a shot. The quake's effects are determined using a 5 point base instead of 15. Base damage for the weapon used plus all other bonuses, including Massive and Focused Damage are used, except for ACV, in calculating the depth of the rift. Homing Arrow Arcane Archer Ability The character has learned the art of infusing an arrow with arcane energy to make it seek a specific enemy. Once per day for each time this attribute is taken, the character may grant the 'Homing' ability to one shot. This arrow will go so far as to follow its target around corners, over and under obstacles, and will actively avoid hitting people who interpose themselves. Phase Arrow Arcane Archer Ability Prerequisite Spell: Etherealness The archer has learned the art of infusing an arrow with the Etherealness spell so that the arrow will remain incorporeal until it is about to hit its target. The arrow will pass through any non-incorporeal barrier to hit its target. If the target is incorporeal, the arrow will remain ethereal and be able to hit the target normally. This ability may be used once per day per time this ability is taken. Spell Storing Arrow Arcane Archer Ability Prerequisite: Any one targeted spell that does not affect 'Caster' The character has learned the art of storing his spells in an arrow to deliver them more accurately. The character may store any spell that may affect another person in the arrow, at twice the spell's normal energy cost. If the arrow hits, the spell automatically takes effect on the target, piercing any resistance. The character may not place a spell in an arrow unless its level is equal to or lower than the number of times the character has taken this ability. Energy Arrow Arcane Archer Ability Prerequisite: One Bullet(Arrow) Left, Any One Arcane Spell The character has learned to forge arrows of magical energy for her bow. The character may spend 5 energy to forge an arrow from nothing. This arrow is a normal arrow, and is used as such in all ways, including Gun Bunny and Arcane Archer abilities. This ability may only be used once per round for each time this ability is taken. Arrow of the Four Winds Arcane Archer Ability Prerequisite: Etherealness, Phase Arrow The archer has refined her Phase Arrow technique to deadly efficiency. The character may use this ability once per day per time this ability is taken. Each use of this ability also uses one use of the Phase Arrow ability. The arrow will phase through all intervening non-ethereal matter, and will also pass through all non-natural armor that the target possesses. Natural armor is defined as armor that is a living part of the creature, like thick hide, or bony plates on a dinosaur or other lizard. Vorpal Arrow Arcane Archer Ability Prerequisites: Keen Edge spell The archer has learned what is quite possibly the most powerful Arcane Archer ability of all. The amazing Vorpal Arrow. This ability may not be combined with any other Arcane Archer technique, and may only be used once per day. The arcane archer may spend all of his remaining energy, which must be not less than half of his maximum energy to use this ability. The archer fires an arrow, using up one use of all his Arcane Archer abilities that are limited by uses per day. This arrow does not gain the benefits of these abilities. If this arrow hits the target, the target is slain instantly, its head severed from its body, and its animating force destroyed by the magical energies raging through the arrow. Craft Slayer Arrow Arcane Archer Ability The archer has learned how to imbue an arrow with energies fatal to specific species of creatures. With a week's work, the archer may craft an Arrow of Slaying. This arrow is instantly fatal to any member of the target species, should it be shot at them and hit. The archer may only craft arrows of slaying for those species he has personally encountered. The archer may only have a one arrow of slaying of his own crafting for each time he has taken this ability. If used, he may replace the arrow with a week's work, but he may have no more arrows at a time than the number of times he has taken this ability. The creation of an Arrow of Slaying does not preclude other work during that week. Elemental Arrows Arcane Archer Ability Prerequisite: Fire: Fireball or Burning Hands, Ice: Cone of Cold or Ice Storm, Lightning: Lightning Bolt or Shocking Grasp, Acid: Acid Arrow The archer has learned the art of channeling the four primary elements into her arrows, making them far more powerful than normal arrows. The archer may spend five energy to imbue an arrow with any one of the four elements, provided she has the prerequisite spells. An arrow may not be imbued with more than one element at a time. An arrow imbued with an element does 10 extra damage, of the element type the arrow was imbued with.