Conjuration · Legacy Archery Domain

Arrowfire

Archer drawing a bow, representing arrows charged with searing magical energy
Arrowfire’s flame is magical damage; the arrows do not become burning torches.

Arrowfire charges each arrow with searing energy, adding 1d6 fire damage on a hit for one minute per caster level. Although the damage is fiery, the arrows look and feel ordinary and cannot set flammable objects alight. This is a published third-party legacy Archery-domain spell, not an official spell of the same name in modern editions.

Arrowfire at a Glance

5.5e / 2024No spell by this name in SRD 5.2.1
5e / 2014No core spell named Arrowfire
Pathfinder 1eNot a default Pathfinder spell
Legacy d20Archery domain 3 · one standard action · personal · 1 minute/level · +1d6 fire per arrow

Spell Rules by Edition

Arrowfire — 2024

Status: Arrowfire does not appear in SRD 5.2.1. Do not grant this spell to a 2024 character merely because a legacy Archery domain appears in the source archive. A modern conversion must set its own duration, action economy, bonus damage and spell-slot level.

Arrowfire — 2014

Status: no official 2014 core spell of this name. The legacy extra fire dice and non-ignition rule must not be substituted for the properties of a 2014 magic weapon or spell.

Arrowfire — Pathfinder 1e

Status: not a standard Pathfinder 1e spell. A Pathfinder adaptation would require explicit GM approval; do not assume the legacy Archery domain and its +1d6-per-hit rule are part of the Pathfinder rules.

Arrowfire — Original Legacy d20 Rules

SchoolConjuration
LevelArchery domain 3
ComponentsV, S, DF
Casting Time1 standard action
RangePersonal
TargetYou
Duration1 minute/level

For the duration, each arrow fired by the caster deals an additional 1d6 fire damage if it hits. The missile looks and feels normal; despite dealing fire damage, it is not literally ablaze and cannot ignite flammable objects. The spell applies to arrows as they are fired, not to an unlimited permanently enchanted stock of ammunition.

Source: Relics & Rituals: Olympus, Archery-domain magic.

How Arrowfire Works in an Encounter

Arrowfire suits archers who want sustained magical pressure rather than a single spectacular blast. Because the spell lasts minutes per level, an archer may be able to apply its bonus through several exchanges before needing another casting. Keep track of the original edition’s attack rolls and ordinary ammunition expenditure: the enchantment neither creates arrows nor guarantees hits.

The distinction between damage and ignition matters. A shot against a living foe may burn with supernatural force while a shot at hanging cloth or dry straw fails to start a fire. A game master can use that clue to distinguish Arrowfire from alchemical incendiary ammunition, ordinary flaming arrows or a burning-arrow weapon enchantment. The original text makes no claim that the arrow’s shaft stays hot after striking.

What Changed Between Editions?

Nothing is automatically converted. The only full mechanics here belong to the original third-party d20 spell. Pathfinder 1e and D&D 2014/2024 each have separate fire, ranged-attack and magic-item systems; adopting Arrowfire in those rules requires an explicit homebrew version.

Counterplay and GM Rulings

  • Attack rolls: Arrowfire adds damage to successful arrow attacks; it does not turn attacks into touch attacks or grant more attacks.
  • Fire defences: apply the active legacy edition’s resistances and immunities; the bonus is fire damage, not untyped energy.
  • No ignition: arrows cannot set cloth, oil, wood or other combustible objects ablaze solely by this spell’s extra damage.
  • Duration: the personal spell lasts one minute per level, not until a fixed number of enchanted arrows has been expended.
  • Counterspelling: an opponent can prevent casting if the edition’s requirements for a valid counterspell are met; ongoing magic may be dispelled according to those rules.

Related Magic

Arrowlink delivers touch spells through shots. Arrowspark grants a different projectile effect. The Archery domain provides the original class context.

Mythical Context

Zeus’s thunderbolt and Apollo’s deadly arrows offer two ancient images of supernatural power delivered from a distance. Arrowfire fuses the same idea of divine energy with an archer’s ordinary shot, without turning the missile into a torch. See the Met’s Hellenistic relief showing Zeus with his thunderbolt and Apollo.

Historical Context

Crossbows and specialised projectiles were real features of late medieval warfare. Surviving European bolts show distinctive metal heads, shafts and fletching, but the spell’s invisible searing damage is fantasy rather than ordinary incendiary ammunition. See the Met’s collection of European crossbow bolts.

Rules Sources and Attribution

Original: Relics & Rituals: Olympus, © 2004 White Wolf Publishing, Inc., distributed by Sword & Sorcery Studios. Credited authors W. Jason Peck, Aaron Rosenberg, Christina Stiles and the Relics & Rituals: Olympus team. This is third-party legacy d20 material, not official core or SRD rules for the modern editions.

Original archived spell wording and credits

This spell infuses you with divine energy that is passed to your arrows as you fire them.

Relics & Rituals: Olympus

© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.

By W. Jason Peck, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Olympus team

Conjuration

Level: Archery 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

For the duration of the spell, each arrow you fire does an extra amount of searing damage (adding 1d6 of fire damage), but the arrow looks and feels no different. Arrows launched by a caster under the effects of arrowfire are not properly on fire, and cannot ignite flammable objects.

The original publisher’s rights and licensing terms remain applicable to its wording.

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