1.7 KiB
1.7 KiB
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
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,