notes/DND/.Brew/Equipment/Spell Revolver.md

88 lines
4 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# **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 510 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.