Magic Gun, Rifle (3.5e Equipment)
Table: Magic Gun, Rifle
Simple Weapons | Cost | Dmg (S) | Dmg (M) | Dmg (L) | Critical | Range Increment | Weight | Type |
---|---|---|---|---|---|---|---|---|
Ranged Weapon | ||||||||
Magic Gun, Rifle | 600 gp | 1d8 | 1d8 | 1d8 | ×2 | 250 ft | 2 lb. | Piercing |
Magic Guns are not actually magical, thought it does detect as faint evocation. A Magic Gun only has magical properties only in the hand of a gun mage. A Magic Gun fires regular bullets by using magical force as propulsion. A Magic Rifle holds up to 10 rounds of ammunition in a cylinder cartridge. Treat a Magic Gun as a Bow for the purposes of determining the number of attacks per turn that you get.
Loading a Magic Gun to full capacity is a full round action that provokes an attack of oppurtunity. Loading one bullet is a move action.
A Magic Gun can be used to Imbue Bullets and Channel Magic if the wielder is a gun mage. Imbuing Bullets consumes one bullet. Channeling magic does not consume any bullets.
A Magic Rifle is just a two-handed, stronger version of the Magic Gun, Pistol. The Magic Gun requires a crafting (alchemy) check of DC 20. Crafting ammunition for the Magic Gun requires a crafting (alchemy) check of DC 12. Ammunition costs 1gp per 20 bullets.
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