Crafted from a meteorite that drastically started the evolution of life, the Arrow of Fighting Spirit has the power to awaken the fighting spirit of a creature.
Only a handful of arrows were created and few have survived from the time of its creation. Upon destruction, it immediately loses its power.
It sought creatures that can handle the strain to use it. Otherwise, the creature must have sufficient willpower to succeed or the creature's body is destroyed.
Awakening. Upon hit, unless the creature was sought by the arrow, must roll a d20 and succeed at DC = 20 - (1,Level, or Rating whichever is highest).
Upon success, the creature gains sentience and has the ability to materialize its fighting spirit that reflects its growth. If a summoned creature is successful, it removes the limit for its duration from a spell to exist, and breaks of its summoner's bond.
It can materialize the fighting spirit and use its power as a bonus action. The fighting spirit immediately returns to the creature after using its power and must rest for a 5 days - (Level or Rating/5 rounded down. Maximum of four).
The fighting spirit's power is permanent and determined by fate. The creature must roll a d6 and refer to table below.
Notes: (Subject to change) Roll Table: D1 = Stop time for six seconds (Reactions cannot be triggered. Grants 1 additional turn. Duration of spells are halted until completion) D2 = Advance time for one minute (Conditions, saving throws are failed and spell durations are moved by 10 rounds) D3 = Return an object or another creature to its last state on its previous turn (Including condition, position, and duration of spells placed. Not including actions, reactions, and spell slots used) D4 = Extreme precision (Define all rolls made during your turn) D5 = Create a vacuum (Select an object or creature you can see within 60 ft. and either move them within 5 ft of you or move yourself within 5 ft of them. Anything the prevents any movement are immediately destroyed. Reactions cannot be triggered) D6 = Untraceable charges (Touch an inanimate object no more than 5 cubic ft. to place a charge. Upon trigger, deal (Level*d12) force damage within a 10 ft. sphere radius of the object without trace of explosion. Object is permanently erased).
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