Boomerang Retrieval

Get Back Here

“I threw it once, felt clever, and then it came back and hit me in the hand before I was ready. Threw it again out of spite. Same result. I have never felt so consistently outmatched by my own dagger.”
— Tika Fayan, apprentiece Far Stalker
Boomerang Retrieval is a spell born from practicality rather than spectacle. It answers a simple problem that anyone who relies on thrown weapons eventually encounters. Once you let something go, you have to go get it back, and in the middle of a fight or a chase, that is not always an option.   The magic establishes a temporary relationship between the caster and the objects they choose to throw. It is not a tether in any visible sense. There is no line of force, no arc of energy tracing the object’s path. Instead, the connection exists as an understanding imposed on the object itself. It leaves the hand, completes its motion, and then returns as though that outcome had always been part of the action.   When used in combat, the effect is immediate and efficient. A thrown weapon strikes or misses, and once that moment is resolved, it reverses course without hesitation. The return is direct, unadorned, and consistent. It does not spin theatrically or carve elaborate paths through the air. It comes back the way it left, closing the distance with a kind of quiet certainty that makes the motion feel less like retrieval and more like completion.   For those trained in the use of thrown weapons, this changes the rhythm of engagement entirely.   Ordinarily, each throw carries a cost. A limited number of weapons, a need to recover them, a constant awareness of what remains available. Boomerang Retrieval removes that constraint for as long as the spell holds. The same weapon can be used again and again without interruption, allowing the wielder to focus on positioning, timing, and accuracy rather than conservation.   The effect is not limited to weapons alone.   Small objects, so long as they are not part of an attack, follow the same principle. A tossed tool, a key, a stone used to draw attention, all of them return once their purpose is served. This has made the spell popular outside of combat as well, particularly among those who value convenience and control in equal measure. A dropped implement need not be retrieved. A thrown item need not be chased.   There are, however, clear limits that define the spell’s boundaries.   The object must remain within a certain distance. Beyond that, the connection fails, and the object remains where it was last left. The return is also singular in its timing. Once per turn, one object completes that cycle. This prevents the spell from becoming a chaotic exchange of multiple items moving at once, keeping its use deliberate rather than overwhelming.   More importantly, the spell respects possession.   If another creature takes hold of the object, the return ceases. The magic does not wrest items from another’s grip. It does not override the basic principle that something held is no longer free to move. This introduces a point of interaction that others can exploit. A well timed catch, a quick grab, and the cycle is broken.   This moment of interception is often overlooked until it matters.   As the object returns, it passes through space that others can reach. Those close enough, and quick enough, can attempt to claim it. This creates a brief contest of reflex and intent, where the certainty of the spell meets the unpredictability of another’s action. Success is not guaranteed on either side, and that uncertainty adds a layer of tension to what would otherwise be a predictable effect.   The requirement of a free hand is another practical consideration.   The spell does not force the object into a closed grip. If the caster’s hands are occupied, the returning item simply falls, ending its journey without completing its purpose. This reinforces the spell’s grounded nature. It assists, but it does not compensate for poor awareness or overextension.   At higher levels of application, the spell extends its reach to include objects that carry their own enchantments. This does not alter the fundamental behavior, but it does increase the range of tools that can benefit from it. A weapon imbued with magic returns just as readily as a mundane one, provided the conditions are met.   What makes Boomerang Retrieval endure is not its power, but its reliability.   It does exactly what it promises, no more and no less. It removes a single point of inconvenience and replaces it with a consistent, repeatable outcome. In doing so, it allows those who use it to build their techniques around that certainty.   There is no flourish to it, no dramatic display that draws attention. Just a thrown object, a completed action, and the quiet return of something that was never meant to be lost.

“You ever see a man get into an argument with his own hammer. I have. He kept throwing it. It kept coming back. By the third time he started apologizing to it. By the fifth, I think it had won.”
— Dockhand Willard Oakfell
Related Discipline
Level

Unknown Shores

Boomerang Retrieval

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
You magically link your hand to objects you throw.   For the duration, when you make a ranged attack with a weapon that has the thrown property, the weapon immediately returns to your hand after the attack is resolved. If you throw a Small or smaller unattended object weighing no more than 10 pounds that isn’t used as part of an attack, it returns to your hand after it lands. In either case, the item doesn’t return if it is being held, worn, or carried by another creature.   The item returns to your hand only if it is within 60 feet of you. An item can return only once on each of your turns.   If the item returns and you have no free hand, it falls at your feet.   A creature within 5 feet of you or the item as it returns can use its reaction to attempt to catch the item, making a Dexterity check against your spell save DC. On a success, the creature catches the item, and it doesn’t return to you.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the weapon or object can be magical.
Available for: Artificer, Ranger, Sorcerer

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