Ammunition
Damage: 1 HP per round.
Bonus: 1 HP per round until moved
On hit: target takes 1 damage at start of their turn until they use action to remove (Tough save). 1d4 arrows Cruelly barbed arrowheads. Painful to remove, causing 1 HP of damage until removed (Tough Save vs TN 13). It's believed these are created in bundles of up to 4.
Ammunition
Ranged
Damage: 1d6
Bonus: +4 to hit and +4 damage
No other enchantment adds to a shot made with one. Each arrow ends every spell, curse, blessing, and ongoing magical effect on the creature it hits, permanently; a caster still living may lay their own work back on, and nothing else can be restored. Spent arrows burn to a fine ash in the wound. 1d3 arrows. Arrows fletched with barred brown feathers and bound at the nock with a thread of red wool, warm to the touch in the last hour of the night.
Ammunition
Ranged
Damage: 1d8
Bonus: +2 to hit and +2 damage
Each quarrel drives itself to the head on a hit and cannot be drawn out. A creature killed by one cannot be raised, reanimated, or called back to answer by any means, and its body will not rot. 1d4 quarrels. Square-shanked quarrels forged from nails drawn out of coffin lids, each one still holding a curl of old wood under the head.
Ammunition
Target takes additional 1d4 cold damage. Target must make Tough save or movement reduced by 10 feet for 1 round. 1d4 arrows. Arrow tips covered in frost. Trail of mist when fired.
Ammunition
Ranged
Damage: 1d6
Bonus: +1 to hit and +1 damage
Each arrow ignores up to 4 points of the target's DR. Spent arrows are destroyed on a hit and recovered as ordinary arrows on a miss. 1d4 arrows. Broad-headed arrows with a spiral groove cut down each shaft, fletched with grey goose.
Ammunition
Ranged
Damage: 1d4
Bonus: +2 to hit and +2 damage
Each stone bursts on impact into a 20-foot cloud of grey ash. For one round every invisible and incorporeal creature caught inside the cloud is outlined in grey and can be hit and damaged by ordinary weapons. 1d3 shot. Grey sling-stones pressed from cremation ash and river clay, light in the hand and warm on one side only.
Ammunition
Attach up to 50 feet of rope. Will anchor to surfaces every time, any attempt. 1d3 arrows. Heavy arrows with rope coiled around shaft. Hook-like tips. First use will anchor magically 100%. If recovered there is only a 40% depending on environmental and surface conditions.
Ammunition
Ranged
Damage: 1d8
Bonus: +1 to hit and +1 damage
Each bolt bursts on impact into a light visible for three miles that burns for ten minutes and cannot be extinguished by rain or wind. 1d4 bolts. Crossbow bolts with a hollow copper head packed with a pale powder that smells of struck flint.
Ammunition
Count as silvered weapons against lycanthropes and certain creatures, causing an additional 1d8 damage. 1d6 arrows. Arrows tipped with pure silver. Gleam in moonlight.