DND/.Brew/Equipment/Spell Revolver

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# 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** | **DMG** | **MGK** |
|---------|---------|---------|
| 1d20+2+SpellMod | 1d10 | 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,