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

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,