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