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Arcane Archer Imbue Arrows

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Reason: Arcane Archer enhancements has new Imbue Toggles
ArcaneArcherImbueForceArrows.png
Arcane Archer: Imbue Force Arrows: Imbues arrows with an extra 1d6 force damage and negates the incorporeal miss chance of ethereal creatures. This ability costs 10 spell points to activate, and triggers a lengthy cooldown of the Magic Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 6 Progression: 18 Requires: Elven Arcane Archer I
MelfsAcidArrow.png
Arcane Archer: Imbue Acid Arrows: Imbues arrows with the Corrosive ability dealing an extra 1d6 acid damage and acid damage over time if your arrow damages your target. This ability costs 20 spell points to activate, and triggers a lengthy cooldown of the Melf's Acid Arrow spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 11 Progression: 38 Requires: Arcane Archer: Conjure +2 Arrows
Fireball.png
Arcane Archer: Imbue Explosive Arrows: Imbues arrows with the Flaming Burst ability dealing an extra 1d6 fire damage plus additional damage on critical hits. This ability costs 30 spell points to activate, and triggers a lengthy cooldown of the Fireball spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 14 Progression: 50 Requires: Arcane Archer: Conjure +3 Arrows
ArcaneArcherImbueForceBurstArrows.png
Arcane Archer: Imbue Force Burst Arrows: Imbues arrows with the Force Burst ability dealing an extra 1d6 force damage plus additional damage on critical hits. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Force Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 17 Progression: 62 Requires: Arcane Archer: Conjure +4 Arrows, Arcane Archer: Imbue Force Arrows
Fear.png
Arcane Archer: Imbue Terror Arrows: Imbues arrows with negative energy, granting the Fearsome ability and producing a DC 10+4 Phantasmal Killer effect would be a vorpal attack. (Attack roll of 20 followed by critical confirmation.) This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Fear spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 17 Progression: 62 Requires: Arcane Archer: Conjure +4 Arrows
SlayLiving.png
Arcane Archer: Imbue Slaying Arrows: Imbues arrows with the Slaying ability, which will deal 500 damage to a living target on what would be a vorpal attack. (Natural 20 followed by critical confirmation) This ability costs 50 spell points to activate, and triggers a lengthy cooldown of the Finger of Death spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 20 Progression: 74 Requires: Arcane Archer: Conjure +5 Arrows, Arcane Archer: Imbue Acid Arrows, Arcane Archer: Imbue Explosive Arrows, Arcane Archer: Imbue Force Arrows, Arcane Archer: Imbue Terror Arrows