TEXT: 10 Ammunition Spells
  Azukail
  Games
  
  I
  10 Ammunition Spells
  Credits
  Design: Daniel Aznavorian
  Editing and Layout: Adrian Kennelly
  Cover and Page Backgrounds: Lord Zsezse Works
  Image: Some artwork copyright William McAusland, used with permission.
  Published by Azukail Games, a trading style of eGDC Ltd
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  munition Spells” name. (Elements that have previously been designated as Open Game 
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  10 Ammunition Spells is published by eGDC Ltd under the Open Game License v 1.0a 
  Copyright 2000 Wizards of the Coast, Inc.
  Compatability
  This product is designed to be compatible with the 5th Edition of the world’s most popu-
  lar role playing game.
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  1
  Introduction
  This book provides a variety of spell op-
  tions for combat-minded spellcasters. Each 
  spell in this book enhances ammunition, 
  granting it powers far beyond its original 
  capabilities. Though the names of many 
  spells refer to specific kinds of ammunition, 
  most affect all kinds of ammunition equal-
  ly.
  Spell Lists
  Cleric Spells
  1st Level
  Arrow of Remorse
  Druid Spells
  1st Level
  Sea Bolt
  2nd Level
  Rusting Shot
  Ranger Spells
  1st Level
  Forceful Shot
  Sea Bolt
  Twisting Shot
  2nd Level
  Hunting Arrow
  Rusting Shot
  Swarm Shot
  3rd Level
  Tempest Arrow
  4th Level
  Waylaying Shot
  Sorcerer/Wizard Spells
  1st Level
  Sea Bolt
  2nd Level
  Swarm Shot
  4th Level
  Smoke Arrow
  Spell Descriptions
  Arrow of Remorse
  1st-level enchantment
  Casting Time: 1 action
  Range: touch
  Components: V, S
  Duration: 1 minute 
  This spell enchants a single piece of am-
  munition. The spell’s effect activates once 
  it hits a living creature. In addition to tak-
  ing damage from the enchanted ammu-
  nition, the creature must make a Wisdom 
  saving throw. If they fail the save, they see 
  the error of their ways and have disadvan-
  tage on attack rolls and spell attack rolls 
  against the shooter.
  Forceful Shot
  1st-level transmutation
  Casting Time: 1 action
  Range: touch
  Components: V, S, M (powdered bull’s 
  horn)
  
  2
  Duration: 1 minute
  When cast on a ranged weapon, forceful 
  shot enhances its ammunition to chan-
  nel the wielder’s strength. On a success-
  ful hit, after rolling damage, the attacker 
  makes Strength (Athletics) check and adds 
  the damage dealt to the roll. A successful 
  check counts as a shove against the target 
  in addition to the damage dealt. As with 
  normal shove rules, the creature can make 
  an opposed Strength (Athletics) or Dexter-
  ity (Acrobatics) check to avoid the shove. 
  Any additional damage conferred from 
  other spells or abilities (such as Sneak At-
  tack) are not counted towards the Strength 
  (Athletics) check. Any additional bonuses 
  to shove attempts still apply.
  Hunting Arrow
   
   
   
   
   
   
   
  2nd-level transmutation
  Casting Time: 1 action
  Range: touch
  Components: V, S
  Duration: 5 rounds
  When this spell is cast on a ranged weap-
  on, ammunition fired from this weapon 
  seeks out a specified type of enemy to 
  strike. Upon casting the spell, the caster 
  must verbally specify a specific creature 
  type. Ammunition fired from this weapon 
  can be fired into the air instead of direct-
  ly at a target. Once fired into the air, the 
  ammunition targets the nearest creature 
  that matches the specified creature type. A 
  normal attack roll is still used to determine 
  whether or not the ammunition actually 
  hits the target. The spell has no effect if 
  the ammunition is fired directly at a target 
  or if no target matches its specified crite-
  ria.
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or high-
  er, the duration increases by one for each 
  spell level above 2nd. 
  Rusting Shot
   
   
   
   
   
   
   
  2nd-level transmutation
  Casting Time: 1 action
  Range: touch
  Components: V, S
  Duration: 1 minute
  You enchant a single piece of ammunition 
  to rust metal objects that it hits. If the 
  enchanted piece of ammunition strikes a 
  ferrous object, the object begins to rapidly 
  rust. Metallic armors or shields receive a -1 
  penalty to their AC. If the armor is reduced 
  to an AC of 10 or the shield is reduced to a 
  +0 bonus, it is destroyed. Metal weapons 
  take a -1 penalty to damage rolls. Against 
  metal objects, or creatures made of metal, 
  the ammunition deals twice the normal list-
  ed damage for its type. Upon striking the 
  creature or object, the attacker rolls dam-
  age twice and adds the die rolls together. 
  Additional damage (such as from Sneak 
  Attack) is not doubled, but any other en-
  hancement bonuses are. The spell is lost if 
  the ammunition fails to strike a target.
  At Higher Levels. When you cast this 
  
  3
  spell using a spell slot of 3rd level or high-
  er, the number of pieces of ammunition 
  that you can enchant increases by one for 
  each spell level above 2nd.
  Sea Bolt
  1st-level transmutation
  Casting Time: 1 action
  Range: touch
  Components: V, S
  Duration: 10 minutes
  This spell enchants one ranged weapon. All 
  ammunition fired from the ranged weap-
  on underwater gains advantage and can 
  hit targets even at its long range. Normal 
  range penalties and limitations listed for 
  the particular weapon still apply when us-
  ing this spell. The benefits of this spell only 
  apply underwater.
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or high-
  er, the number of ranged weapons that you 
  can enchant increases by one for each spell 
  level above 2nd.
  Smoke Arrow
  4th-level conjuration
  Casting Time: 1 action
  Range: touch
  Components: V, S
  Duration: 5 rounds
  This spell turns a single piece of ammu-
  nition into a smoke bomb. When the en-
  chanted ammunition strikes its target, 
  the ammunition deals the normal damage 
  for its type and immediately bursts into a 
  cloud of thick smoke. The cloud surrounds 
  the creature in a 10-foot radius and follows 
  the creature for the duration of the spell. 
  Creatures inside the cloud are heavily 
  obscured to anyone outside the cloud and 
  vice versa.
  Creatures inside the smoke cloud must 
  make a Constitution saving throw. On a 
  failed save, the creature gains the poi-
  soned condition. The condition goes away 
  as soon as they are out of the cloud.
  A strong wind dissipates the cloud in 1 
  round.  The spell is lost if the ammunition 
  fails to hit its target. Any ammunition used 
  for this spell is automatically lost when the 
  spell ends. The spell does not function un-
  derwater.
  At Higher Levels. When you cast this 
  spell using a spell slot of 5th level or high-
  er, the number of pieces of ammunition 
  that you can enchant increases by one for 
  each spell level above 4th.
  Swarm Shot
  2nd-level transmutation
  Casting Time: 1 action
  Range: touch
  Components: V, S
  Duration: varies
  Swarm shot turns a single piece of ammu-
  nition into a deadly swarm. When the am-
  munition hits a target, the enchanted am-
  munition transforms into a spider swarm. 
  The swarm immediately attacks the target. 
  The swarm otherwise acts as a normal spi-
  der swarm and is controlled by neither the 
  caster nor the attacker. The swarm dissi-
  pates after 5 rounds. Any ammunition used 
  for this spell is automatically lost when the 
  spell ends. If the ammunition misses, the 
  spell is lost.
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or high-
  er, the number of pieces of ammunition 
  that you can enchant increases by one for 
  each spell level above 2nd.
  
  4
  Tempest Arrow
  3rd level transmutation
  Casting Time: 1 action
  Range: touch
  Components: V, S
  Duration: 5 rounds
  This spell is cast on a ranged weapon. All 
  ammunition fired from this weapon is un-
  affected by penalties from wind. This spell 
  also allows ammunition fired from the 
  enchanted weapon to be used in a wind-
  storm, hurricane, or tornado, and it can 
  penetrate a wind wall spell.
  Twisting Shot
  1st-level transmutation
  Casting Time: 1 action
  Range: touch
  Components: V, S
  Duration: 2 rounds
  This spell enchants a single piece of am-
  munition. Ammunition enchanted with 
  twisting shot continues to harm the target 
  after its initial damage. If the enchanted 
  ammunition strikes the target, it deals its 
  normal damage on the first round. Each 
  round thereafter, the ammunition twists 
  and turns inside its target, dealing an addi-
  tional 2 points of damage each round until 
  the duration ends. The ammunition can be 
  removed as an action. This spell only af-
  fects ammunition capable of penetrating a 
  creature (such as arrows, bolts or bullets) 
  but not sling stones. The spell is lost if the 
  ammunition misses its target.
  At Higher Levels. When you cast this 
  spell using a spell slot of 2nd level or high-
  er, the number of pieces of ammunition 
  that you can enchant increases by two for 
  each spell level above 1st and the spell 
  lasts for two additional rounds.
  Waylaying Shot
  5th-level conjuration
  Casting Time: 1 action
  Range: touch
  Components: V, S
  Duration: 5 rounds
  This spell is cast on a ranged weapon. Am-
  munition fired from the enchanted weapon 
  is instantly teleported behind the target 
  and attacks them from behind. The attack-
  er gains advantage on the attack roll.
  The ammunition ignores benefits from 
  being lightly obscured or behind half cover, 
  cover, and three-quarters cover (includ-
  ing a wall of force). The attacker must still 
  have line of sight to the target, so targets 
  hidden behind total cover or who are heav-
  ily obscured (such as with invisibility) can-
  not be targeted.
  Normal range penalties and limitations still 
  apply when using this spell.
  
  5
  More 5th Edition Compatible Supplements
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