4 KiB
Spell Revolver
Weapon, Rare
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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
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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)
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Weight: 4 pounds
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Cost: Approx. 800 gp, with additional costs for specialized rounds
Properties
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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.
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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.
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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
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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.
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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.
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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)
- Attack Roll:
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.