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
Rounds
Three types of rounds are available, each offering distinct properties and costs:
Standard Rounds:
Blanks:
Imbued Rounds:
Spellcasting Requirements
When casting spells through the Spell Revolver, specific requirements must be met for certain spell components:
Special Casting Condition - One-Handed Casting (Somatic Components)
When casting spells that require somatic components:
Attack and Spell Effect Details
1d20 + 2 + Spellcasting Modifier1d101d10 + Spell Effect, determined by the type of round used (Standard, Blank, or Imbued)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.
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.