Each of these arrows was infused with the power of a different School of Magic by expert magical crafters, and they are all entirely unique.
All these arrows work only once: Those that target an effect when you hit work when you hit and then lose their magic. Those that target an effect when fired work when fired and then lose their magic.
Abjurer's Arrow. This arrow is a long, Dwarven-runed, iron rod and can be used either as an arrow or a bolt. When you hit a target with this arrow, it does no damage. Instead, you cast dispel magic. Ignore the spell's range - the range becomes Touch and it originates from the arrow. Dexterity is your spellcasting ability for the spell.
Conjurer's Arrow. This arrow's head is a large sapphire, and its shaft is incrusted with Primordial runes and Sylvan glyphs. When you hit a target with this arrow, it does no damage. Instead, you teleport to an unoccupied space within 5 feet of the point the arrow hits.
Diviner's Arrow. This arrow's head is a quartz crystal shaped like an eye, and its shaft seems to be made of cloudy glass. When you hit a creature with this arrow, roll damage as normal. In addition, you cast hunter's mark on the target. Ignore the spell's range - the range becomes Touch and it originates from the arrow.
Enchanter's Arrow. This arrow's head is an amethyst crystal with moving hypnotic patterns on it, and its shaft is a taut, steel chain. When you hit a creature with this arrow, roll damage as normal. In addition, you cast hold person on the target (DC 14). Ignore the spell's range - the range becomes Touch and it originates from the arrow.
Evoker's Arrow. This arrow's head is a sharp, orange garnet, and its shaft has Elvish war cries shaped like lightning bolts written in calligraphy on it. When you fire this arrow at a target, it turns into a bolt of lightning. Each creature in a 5-foot-line between you and a target must make a DC 14 Dexterity saving throw, taking 6d6 lightning damage on a failed save or half as much on a success.
Illusionist's Arrow. This arrow's head is invisible, and its shaft is made of jade. When you fire this arrow, it becomes [Tooltip Not Found], giving you advantage on the attack roll.
Necromancer's Arrow. This arrow's head is a diamond, and its onyx shaft is runed with infernal curses. If you listen closely, you can hear whispers of the dead coming from it. When you hit a creature with this arrow, you deal an extra 2d6 necrotic damage to the target, and you regain the same amount of hit points. If you miss, you can use your bonus action to curse the target, giving them disadvantage on their next attack roll.
Transmuter's Arrow. This arrow looks like it was chiseled from unworked ruby and stone, and it's 3 times as heavy as a normal arrow. When you fire this arrow, it enlarges to 3 times its normal length. If you hit a creature with it, roll your damage dice 3 times, and then add the modifier.
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