Magic bullets

This is a revised version of a spell that appears in the d20 Modern SRD. In the 1948 Campaign setting, spell casters have a lot more options with this spell than in the core rules.

 

Magic Bullets

Transmutation

Level: Arcane 4, Divine 4; Components: V, S, F; Casting Time: Attack action; Range: Touch; Target: 50 bullets, all of which must be in contact with each other at the time of casting; Duration: 1 hour/level; Saving Throw: Will negates or Fortitude negates or Reflex half (harmless, object); Spell Resistance: Yes (harmless, object)

You enhance up to 50 individual bullets of the same caliber or a single magazine of up to 50 rounds with the power of a 1st level spell you already know. The bullets must be fired from a gun for the subsidiary magical effects to take hold. The related spells you must know to create magic bullets of a particular type are listed below.

Each time you cast the spell, all the bullets receive the same enchantment, but afterward it is possible to mix magic bullets with different effects in the same magazine. Be sure to note the order in which the bullets are loaded to correctly track the effect of each shot. Unless otherwise noted, magic bullets deal normal damage before they impart their magical effect. This spell can be used to create one type of bullet (as noted in the chart below), or others at the GM’s discretion.

 

 

Magic Bullet Type

Other Spell Known

Effect

Doom bullet (divine)

Doom

Creatures damaged by doom bullets must succeed at a Will save (DC 14) or suffer –2 on attack rolls, damage rolls, saves and checks.

Burning Bullet (arcane)

Burning hands

Creatures damaged by pain bullets must succeed at a Reflex save (DC 14) or take an additional 5d4 points of fire damage.

Chill bullet (arcane)

Chill touch

Creatures damaged by chill bullets suffers from negative energy that deals 1d6 points of additional damage. The damaged creature also takes 1 point of Strength damage (Fortitude negates). An undead creature shot takes no damage of either sort, but it must make a successful Will saving throw (DC 14) or flee as if panicked for 1d4 rounds +1 round per caster level.

Confusion bullet (arcane)

Lesser confusion

Creatures damaged by confusion bullets must succeed at a Will save (DC 14) or be confused for 1 round. Roll a d%: 01–10, attack caster (or close with caster if attacking is not possible); 11–20, act normally; 21–50, do nothing but babble incoherently; 51–70, flee from caster at top possible speed; 71–100, attack nearest creature. A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character.

Glow bullets (divine)

Faerie fire

Creatures damaged by glow bullets do not benefit from concealment normally provided by natural darkness, blur, displacement, invisibility, or similar effects.

Illusory bullet (arcane)

Silent image

Wounds created by illusory bullets are concealed with a small illusion. Anyone searching for the wound (to treat it, perhaps) must succeed at a will save (DC 14) to find it. If they can’t find the wound, the DC to treat it is increased by +10 (see Treat Injury skill.)

Inflicting bullet (divine)

Inflict light wounds

Creature damaged by this bullet must succeed at a Will save (DC 14) or take an additional 1d8+5 points of damage.

Knock-out bullet (arcane)

Sleep

Creatures damaged by a knock-out bullet must succeed at a Will save (DC 14) or fall into a comatose slumber. Creatures with 5 or more Hit Dice are immune to this effect.

Magic bullet (arcane/divine)

Magic weapon

Bullets gain +1 to attack and damage rolls.

Panic bullet (arcane)

Cause fear

Creatures damaged by panic bullets must succeed at a Will save (DC 14) or be panicked (–2 morale penalty on attack rolls, weapon damage rolls, and saves) for 1d4 rounds.

Shocking bullets

Shocking grasp

Creatures damaged by this bullet must succeed at a Reflex save (DC 14) or take an additional 5d4 points of electricity damage.

Fatigue bullet (arcane)

Ray of fatigue

Creatures damaged by fatigue bullets becomesfatigued (no save) for 1 minute/caster level. A fatigued creature suffers a –2 penalty to Strength and Dexterity and can not run or charge.

     
 

 

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