# DND - Spell Revolver ## Weapon This item consists of two parts, * The Revolver * The Rifle * The Rounds ### The Rounds Rounds can be purchased in three forms * Standard: These rounds have no magical properties * Can be used to cast known cantrips * Blanks: These rounds are templates which allow the user to cast their own magic, through the bullet * Uses a spell slot * 5G for 100 bullets * Imbued: These rounds come pre-imbued with a specific spell up to level 3 * LV0: 1G for 50 bullets * LV1: 5G for 50 bullets * LV2: 10G for 50 bullets * LV3: 20G for 50 bullets For information on spell limitations, please see this article [Spells](#spells) ### The Revolver The revolver on its own does 1d10 damage on hit, and has a plus 2 to hit its target. * HIT: 1d20+2+SpellMod * DMG: 1d10 * MGK: 1d10+Spell Effect ## Spells ### Requirements These are here to limits to what can be cast by this type of weapon, varients may have other restrictions. * If a spell has a certain requirements, they must be met at the time of pulling the trigger * Verbal: Must be spoken as trigger is pulled * Material: Must be on the Weilder, Within 5-10ft of target, or imbued into the bullet itself * Focus: The Weapon is a Magical Focus, * Devine Focus: The Weapon can be a Devine Focus, as long as it has had the proper markings and rituals applied to it * XP Cost: ***CANNOT BE CAST*** * Concentration: ***CANNOT BE CAST*** ### One Handed * Somatic: Can be cast with this weapon, * Requires free hand * Disadvantage to hit * Logic: Both aiming the weapon, and making to required gestures takes more concentration than most,