Magic Missile Revolver (3.5e Equipment)
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Magic Missile Revolver
Exotic One-Handed Projectile
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
A shiny steel revolver, this weapon has a certain satisfying heft. Whenever it is fired, it makes a deep "bang" sound and shoots forth a some form of object at high speed.
This gun can fire a variety of specialized ammunition. Although it is technically a magic item, firing it is an attack action that is as easy as just pulling the trigger. Magic Missile Revolvers contain 6 bullets at a time. Reloading all 6 bullets is a full-round action; reloading just 1 bullet is a move action.
Physical Bullets: These are the standard projectiles for the Magic Missile Revolver, and use the statistics mentioned above. Each Physical Bullet costs 1 gp and can be crafted with a Craft (Blacksmith) or Craft (Ammunition) or some other such Craft check.
Fake Bullets: These bullets appear to function like Physical Bullets, and even feel that way to the target. The target has a DC 12 Will save to disbelieve the effect; everyone else has a DC 18 Will save. The effect wears off after 1 minute. Each Fake Bullet costs 5 gp and looks like just like a Physical Bullet. (Faint illusion; CL 5th; Craft Magic Arms and Armor; mage hand, minor image; cost to craft: 2 gp.)
Magic Missiles: These bullets cannot hit anything over 100' away and are affected by spell resistance. They deal 1d4+1 points of Force damage. Each Magic Missile costs 250 gp and looks like a glowing blob of energy. (Faint evocation; CL 1st; Craft Magic Arms and Armor; magic missile; cost to craft: 125 gp, 10 xp.)
Frost Missiles: These bullets deal cold damage instead of piercing damage. Each Frost Missile costs 25 gp and looks like a glowing blue rod of energy. (Faint evocation; CL 1st; Craft Magic Arms and Armor; ray of frost; cost to craft: 12 gp, 1 xp.)
Fire Missiles: These bullets only require a ranged touch attack to hit, although they cannot hit anything over 40' away and are affected by spell resistance. They deal 4d6 points of Fire damage. Each Fire Missile costs 700 gp and looks like a glowing orange rod of energy. (Moderate evocation; CL 1st; Craft Magic Arms and Armor; scorching ray; cost to craft: 350 gp, 28 xp.)
Moderate transmutation; CL 1st; Craft Magic Arms and Armor; Launch BoltSpell Compendium, ghost sound; cost to craft: 500 gp, 40 xp
|Cost||1000 gp +|
|Damage Type||Piercing +|
|Hit Points||3 +|
|Identifier||3.5e Equipment +|
|Summary||This gun can fire a variety of specialized ammunition. +|
|Title||Magic Missile Revolver +|