Wondrous Item, legendary

Based upon one of my earlier spell-slinging creations, though this one doesn't rely on the living element as the Mk 1 did. Though it lacks the Mk 1's anti-magic-cone, the Mk 2 is still deadly to any foe in its path. The effects of the spell slingers are mostly random, but every effect is incredibly useful in any situation, just make sure you have the arcana to use it.

At the expense of 2 spell slots from 3rd level or higher, you can use your action and bonus action to fire Arco Bao's Spell Slinger Mk 2. Roll 3d10 to determine the 3 effects the gun fires (no duplicates), after the effects are rolled, the wielder can choose which target each ray goes to. If you don't have the required arcana to fire the weapon, the wielder can still fire the weapon by taking 3d8 psychic damage.

  • 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the wielder for 1 hour, or until you or an ally harms the creature.

  • 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

  • 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the wielder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the wielder's next turn or until the wielder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The wielder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

  • 7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

  • 8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

  • 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

  • 10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Bartholimue_Heavycraq

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