Arrow of Justice (Magic Arrow)

All shire sheriffs carry 1d8 arrows of justice in their boots or thrust through their belts. The arrows remain inactive in the hands of anyone but a halfling. When cast by a halfling at a visible target, an arrow of justice flashes unerringly to strike the creature as a magic missile, following it around obstructions and through changes in direction to any range, within one round.
The touch of an arrow of justice may deal 2d6 points of damage (save vs. spell allows half damage), or merely root the subject to the spot (held for 1d4+1 rounds, with no save), as its hurler desires. It may be mentally commanded to cause both effects when it is released. If not commanded, it always deals damage, if the target is an illusion, the arrow simply falls from the caster's hand to the ground, unused and inactivated. Upon striking a target, an arrow of justice vanishes forever.
A creature struck by an arrow of justice glows with a silvery radiance for 3d6 rounds. This effect foils attempts to hide in shadows, mingle with other creatures, or use invisibility, but dispel magic cancels the arrow's effect.
Hin masters and keepers construct these items in secrecy under the guidance of certain human wizards, and sheriffs hide caches of replacements in handy places about the shires. No hin would dare to move or take a discovered arrow of justice, unless fellow hin are endangered and the arrow might aid them —the hin would then act and trust to the wisdom and mercy of the sheriffs to avoid any punishment.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Weapons
Category:Magic Arrows