When you take part in the elven lords hunt and bring back a mighty trophy or when you sit down to enchant your ranged weapon according to ancient hunting magics you deciphered in the trostanan ruins
When you have a day of downtime you can prepare your range weapon with two of the following enchantments. When you fire an arrow from that weapon choose 1 of the effects to activate. In addition add the 7-9 Volley list
– The weapon loses it’s enchantement
Any Weapon enchanted this way is dangerous to use to anyone but the enchanter
Air: you can shoot at something even beyond far range if you can see it
Stone: attacks at near range gain the forceful tag
Darkness: The area around a darkness arrow get’s filled with supernatural darkness and shadows.
Diamond: Attacks made with this weapon gain piercing 2
Farsight: As long as you concentrate on it you can see everything around the arrow fired from this weapon
Light: The area around this arrow get’s filled with supernatural light
Phantom: Phantom arrows are invisible after being shot from the bow
Reserve: If you have this enchantment on your weapon, you can fire arrows,
even if you have no more ammo left
Root: Any enemy hit by an arrow fired from this weapon get’s entangled in place
Shocking: instead of normal damage, arrows fired with this weapon do stun damage
Shred: Arrows fired from this bow gain the messy tag
Soul: Arrows fired with this enchantment can hurt incorporeal and spiritual beings but not those of flesh and scale and bone.
Splitting: When you hit an enemy, with an arrow fired from this weapon, it bounces off, dealing an additional 1d4 damage to another enemy in range of reach or closer
You can put 3 different enchantments on your weapon instead of 2 but still use only one of them at a time.
When you attack a single target with your enchanted weapon you can choose to lose one of your enchantments to do maximum damage for the attack.
When you aim at the unleashed energies of a spell being cast with your enchanted weapon, roll+Dex
On a 10+ you disable its effect.
On a 7-9 choose 1
– the spell rebounds, affecting only you
– it costs you 1 ammo
You can turn one of your prepared spells into an enchantment on your weapon instead. Tell the GM what spell you want to bind to your weapon and they will tell you what effect the enchantment will have.
This enchantment does not count against your maximum number of enchantments.