This quiver maid of fine black leather decorated with silver scroll work and has a row of six white pearls, two red agate beads & two clear quartz beads sewn around the arrow compartment near the top. the quiver has three compartments. Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to six javelins or similar objects. The longest compartment holds up to two long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
As long as a single arrow remains in this magic Quiver it will generate up to 40 new arrows every day at dawn. Roll 4d10 to determine the number of arrows created. . The quiver can not contain more than 50 arrows. If there are arrows left in the quiver at dawn the arrows generated will be the 5d10 role minus the arrows remaining in the quiver. If you roll a 10, 20, 30, or 40 when rolling for the amount of arrows generated one arrow will be generated with a pure white shaft, one arrow with a red shaft & one arrow with a crystalline shaft. If all ammunition is exhausted, the player must roll 1d20. On a roll of 1 or 2 the magic will not regenerate for 1d10 days. The moon must be visible during each night of its recharge.
When firing a white arrow the phrase Power of Light must be said out loud: Drawing from the essence of the white pearls, sewn to the quiver. on a hit, the attack deals an additional 1d4 radiant, 1d4 lightening, or 1d4 thunder damage, (roll 1d6 1,2=radiant, roll 3,4=lightening, roll 5,6=thunder)
When firing a red arrow the phrase Power of fire must be said out loud: Drawing from the essence of the red agate, sewn to the quiver. on a hit, the attack deals an additional 1d4 fire damage.
When firing a crystalline arrow the phrase Power of ice must be said out loud: Drawing from the essence of the quartz, sewn to the quiver. on a hit, the attack deals an additional 1d4 cold damage.
Notes: If a +1 or similar magical arrow is placed into the empty quiver, the quiver will generate copies of that arrow at dawn. More complex magical arrows are beyond the magic of the quiver's stones Normal arrows, including copies of simple magical arrows produced by the quiver, drawn from the quiver but not expended remain indefinitely. If magical arrows (including the white, red, and crystalline arrows described above) are drawn from the quiver and neither expended nor replaced into the quiver, the drawn arrows will retain their magical nature until the next moonrise-to-sunrise cycle, at which point they will lose their magical nature and become normal arrows. Magical arrows that remain within the quiver, however, will retain their magical properties indefinitely. If you roll a 30 for example, the quiver produces the three special arrows and 27 arrows of whatever type (regular, +1,+2) is remaining in the quiver. This is assuming there is only one arrow in the quiver. If more than one arrow is left in the quiver, subtract that number from the total plus and normal arrows produced from the 27. If you roll say a 10 and there are 8 arrows remaining in the quiver only 2 special arrows will be produced. Type will be randomly determined. 1d6, roll of 1 or 2: white arrow, roll of 3 or 4: red arrow, roll of 5 or 6: crystalline arrow., the quiver must be attuned to the user between moonrise and sunrise on a clear night. Attunement will fail if the moon is not visible
Previous Versions
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Coming Soon
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