Reaper's Spellgun

Level 13600 gpConsumableBulk LCommonRemaster

Activate ◆◆ Strike


A rod of blackened bone with a bulb at one end comprises a reaper's spellgun , which feels heavier than it looks. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a shadowy ray, then dissolves into gray mist.


Critical Success The target takes 4d6 void and is Drained 2 and Doomed 1. If it had fewer than half its maximum Hit Points after taking the void damage, it's Drained 3 instead. If the Hit Point loss from being drained drops the creature to 0 Hit Points, it dies.

Success As critical success, but for the drained condition, the target is Drained 1, or drained 2 if it had fewer than half its maximum HP.

Traits

Attack

An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.

Consumable

An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Spellgun

The spellgun trait appears on items that can generate a magical effect that flies out like a bullet. You can make either a spell attack roll with a spellgun or a ranged attack roll using your proficiency with simple firearms. Spellguns have a range increment, which applies regardless of which type of attack roll you make. Though you can use your modifier for simple firearms, a spellgun isn't actually a firearm. You don't get the damage of a firearm Strike, nor other benefits like critical specialization. Similarly, you can't load or reload a spellgun, affix talismans to one, make a spellgun Strike as part of an action that lets you make a firearm Strike, and so on.

Void

Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.