Level
Cantrip
Casting Time
Action
Range/Area
120 ft.
Components
None
Duration
Instantaneous
School
Enchantment
Attack/Save
None
Damage/Effect
Wild arms. Similar to wild magic except used on fire arms and their projectiles. When the caster uses their own blood (10hp) to enhance the bullet causing 1d10 extra physical damage as well as 1d10 elemental damage which is decided by a d6. After use the weapon is rendered useless until clean due to blood in the mechanism.
If wildarms is used when at low health, less then 9 then the projectile is turned into a soul bullet which ignores damage reductions and armor excluding dex. When the target is hit with this soul bullet the target must make a will save equal to the remaining health of the caster plus 10 or suffer the effects of assassination. 1d6 Element changes include 1: Fire, 2: Ice, 3: Lightning, 4: Earth 5: Positive, 6: Negative
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