Post by Dingmamon on May 25, 2015 20:30:36 GMT
Mage-Guns are a unique weapon in the world of Rune. They harness the power of mage-crystals and siphon the energy from it creating a magical projectile or missile. They were originally developed by the Calleopean Institute of Magic, with Professor Albion Larkshire creating the original design, and leading the research group to develop a more easily reproducible model. There are currently 3 designs, a pistol, the standard rifle, and a long range rifle.
Mage-Pistol:
Cost: 100 gp
Damage: 1d4(S), 1d6(M)
Crit-range:19-20/x2
Range: 40 feet
Capacity: 6*
Damage Type: Force**
Weight: 1 lb.
Standard Mage-Rifle:
Cost: 150 gp
Damage: 1d6(S), 1d8(M)
Crit Range: x3
Range: 60 feet
Capacity: 4*
Damage Type: Force**
Weight: 4 lbs.
Long-range Mage-Rifle:
Cost: 200 gp
Damage: 1d8(S), 1d10(M)
Crit Range: 19-20/x3
Range: 100 feet
Capacity: 2*
Damage Type: Force**
Weight: 10 lbs.
*All versions of the mage-gun use the same type of crystals to power them, the difference in capacity comes from the amount of power needed from each crystal to create the appropriate missile.
**Damage from these weapons is considered force damage for the purposes of damge reduction, or resistances, unless using unique ammunition (details below)
A magegun's projectiles are affected by the crystal used to power it. Crystals can be charged with the elemental damage types fire, acid, electricity, cold, or sonic. These do not add any additional damage to the shot, they just change the damage type to the selected type instead of force. As per normal magic damage type rules, you cannot use typed ammunition that opposes a weapon enchant, for example fire crystals cannot be used to power a mage-gun with the frost enchant, and vice versa.
Standard Mage-Crystal: 10 gp
Elemental Mage-Crystal: 30 gp
Reloading a mage-gun is a standard action that provokes attacks of opportunity. Removing a crystal that has not expended all of its charges ruins the crystal, and all unused charges are destroyed.
Mage-guns count as an exotic ranged weapon, and will refuse to function if the wielder is not proficient.
Only the Spellslinger Archetype for Wizards is automatically Proficient with Mage-Guns given their expertise in both magic and firearms, and given the recent development of the mage-gun
Because mage-guns fire magic projectiles, they are subject to anti-magic fields, and the standard rules for using dispel magic on a magic item (does not function for 1d4 rounds if successfully dispelled). Mage guns use the wielder's caster level (if any) as the mage-gun's caster level for calculating dispel magic. If the wielder has no caster level, then the DC is 11.
The projectiles can be counterspelled, but only by casting "dispel magic" in a counterspell attempt.
Mage-Pistol:
Cost: 100 gp
Damage: 1d4(S), 1d6(M)
Crit-range:19-20/x2
Range: 40 feet
Capacity: 6*
Damage Type: Force**
Weight: 1 lb.
Standard Mage-Rifle:
Cost: 150 gp
Damage: 1d6(S), 1d8(M)
Crit Range: x3
Range: 60 feet
Capacity: 4*
Damage Type: Force**
Weight: 4 lbs.
Long-range Mage-Rifle:
Cost: 200 gp
Damage: 1d8(S), 1d10(M)
Crit Range: 19-20/x3
Range: 100 feet
Capacity: 2*
Damage Type: Force**
Weight: 10 lbs.
*All versions of the mage-gun use the same type of crystals to power them, the difference in capacity comes from the amount of power needed from each crystal to create the appropriate missile.
**Damage from these weapons is considered force damage for the purposes of damge reduction, or resistances, unless using unique ammunition (details below)
A magegun's projectiles are affected by the crystal used to power it. Crystals can be charged with the elemental damage types fire, acid, electricity, cold, or sonic. These do not add any additional damage to the shot, they just change the damage type to the selected type instead of force. As per normal magic damage type rules, you cannot use typed ammunition that opposes a weapon enchant, for example fire crystals cannot be used to power a mage-gun with the frost enchant, and vice versa.
Standard Mage-Crystal: 10 gp
Elemental Mage-Crystal: 30 gp
Reloading a mage-gun is a standard action that provokes attacks of opportunity. Removing a crystal that has not expended all of its charges ruins the crystal, and all unused charges are destroyed.
Mage-guns count as an exotic ranged weapon, and will refuse to function if the wielder is not proficient.
Only the Spellslinger Archetype for Wizards is automatically Proficient with Mage-Guns given their expertise in both magic and firearms, and given the recent development of the mage-gun
Because mage-guns fire magic projectiles, they are subject to anti-magic fields, and the standard rules for using dispel magic on a magic item (does not function for 1d4 rounds if successfully dispelled). Mage guns use the wielder's caster level (if any) as the mage-gun's caster level for calculating dispel magic. If the wielder has no caster level, then the DC is 11.
The projectiles can be counterspelled, but only by casting "dispel magic" in a counterspell attempt.