# **Spell Revolver** > *Weapon, Rare* - **Description**: The Spell Revolver is a finely crafted firearm with arcane symbols etched along its barrel and chamber, allowing it to channel magic through specialized rounds. Created by an ancient mage-gunsmith, it blends powerful weaponry with spellcasting potential. This weapon is intended for spellcasters proficient with firearms, providing a unique way to cast spells at range. - **Proficiency**: Yes Requires proficiency with firearms or similar ranged weapons to use effectively. - **Attack Type**: Ranged - **Range**: 60/120 feet Effective range of 60 feet, with a maximum range of 120 feet at disadvantage. - **Damage**: 1d10 + Spell Effect Deals 1d10 physical (piercing) damage. Additional magical effects apply when using magical rounds. - **Damage Type**: Piercing (physical) + variable magical damage (depends on round type) - **Weight**: 4 pounds - **Cost**: Approx. 800 gp, with additional costs for specialized rounds --- ## **Properties** 1. **Rounds** Three types of rounds are available, each offering distinct properties and costs: - **Standard Rounds**: - Non-magical bullets, used primarily for casting known cantrips. - Cost: 5 sp for 50 bullets. - **Blanks**: - Template bullets that allow the user to cast their own spells through the bullet. - **Usage**: Requires a spell slot to cast a spell through the Blank round. - Cost: 5 gp for 100 bullets. - **Imbued Rounds**: - Rounds pre-imbued with specific spells (up to 3rd level). - Effect: Enables casting of pre-enchanted spells upon impact. - Cost per 50 bullets: - Cantrip (Level 0): 1 gp - Level 1 Spell: 5 gp - Level 2 Spell: 10 gp - Level 3 Spell: 20 gp 2. **Spellcasting Requirements** When casting spells through the Spell Revolver, specific requirements must be met for certain spell components: - **Verbal Components**: Must be spoken as the trigger is pulled. - **Material Components**: Materials must either: - Be on the wielder, - Be within 5–10 feet of the target, or - Be imbued into the bullet. - **Focus**: The revolver functions as a magical focus. - *Divine Focus*: With proper rituals and markings, the revolver can also serve as a divine focus. - **Restrictions**: - **XP Cost**: Spells with an XP cost cannot be cast through the Spell Revolver. - **Concentration**: Concentration spells cannot be cast through this weapon. 3. **Special Casting Condition - One-Handed Casting (Somatic Components)** When casting spells that require somatic components: - **Free Hand Requirement**: The caster must have one free hand to perform the somatic gesture. - **Disadvantage on Attack Rolls**: Attack rolls are made at disadvantage due to the need to both aim and perform somatic gestures. 4. **Attack and Spell Effect Details** - **Attack Roll**: `1d20 + 2 + Spellcasting Modifier` - **Physical Damage**: `1d10` - **Magic Effect**: `1d10 + Spell Effect`, determined by the type of round used (Standard, Blank, or Imbued) --- ### **Attunement**: Yes ### **Notes** The Spell Revolver is designed for spellcasters who can proficiently handle firearms and arcane focus items. Its versatility allows for the casting of a wide array of spells, though it restricts concentration spells and those with an XP cost. This weapon is ideal for tactical spellcasters who prefer mid-to-long-range attacks, but managing ammunition types and spell components is key to its effective use. ### **Source**: *Homebrew* --- ### Example Usage Scenario In a critical moment of battle, a wizard proficient with firearms draws the Spell Revolver loaded with an Imbued Round containing *Magic Missile*. Firing at multiple opponents, the bullets split mid-flight, hitting different targets simultaneously. Later, the wizard uses a Blank round to cast *Ray of Frost*, slowing a charging enemy from a distance.