Base Class: Wizard
You throw away your spell book and embrace your Castor Gun. A unique weapon that only you know how to use. It has the appearance of a firearm but does not function as a firearm. You use it as your arcane focus and cast spells through it.
Castor Gun
Beginning when you select this school at 2nd level, you craft your own castor gun which you use as an arcane focus. You craft your first castor gun for free. Only you know how it functions, if another individual attempts to use it, they must make a intelligence saving throw versus your spell DC, on a fail they take 1d6+wizard level of psychic damage, on a save half as much. Additionally, they now think the gun is unusable regardless of whether they saved or failed the saving throw.
You can craft a new castor gun at anytime. The hours required to craft a new gun is equal to the highest level of spell you can cast plus material equal to your wizard level x 100 gp. You can only have one Castor Gun at a time. If you craft a new one while the old one is still functioning, it becomes broken.
You not longer are required to do verbal components. If the spell has a somatic component the weapon ignites with arcane runes indicating a spell is being cast, and is subject to counterspell unless it is a Range or Melee spell attack cast through the gun.
You castor gun functions as your spell book for the purposes of storing, preparing, and casting spells.
You gun gains a bonus to Spell DC and Spell Attack at certain levels, 7th Level +1, 13th Level +2, 20th Level +3.
Castor Shells
You become proficient in Alchemy tools.
When a spell requires a material component, you must create a castor shell for that material component. In order to create a castor shell you must succeed a Shell DC creation check (10 + Spell Level of the Spell) using your alchemy tools. The material component is consumed in creation of the shell. IE Chromatic Orb, 1st level, DC check is 10+1 for 11, if cast at a higher level: Example 3, the DC check is 10+3 for 13. If casting the spell does not consume the material component then the shell does not deplete. If this material component is consumed by the spell, the shell becomes depleted after use.
In order to use a shell you must load it into the castor gun. This requires you to use your bonus action. Unloading the shell is a free action.
Focus Shot
You can spend your bonus action to double the range of any range magic attack when using your castor gun. Additionally, you can spend your bonus action to increase the range of a touch attack to that of an attack with a range of 15 feet when using your castor gun. You can do this a number of times equal to your Intelligence Modifier (Min 1). You regain all uses of this ability on a long rest.
Castor Gun Specialization
Starting at 6th level, you can add your intelligence modifier to any damage cantrip that you cast as a range magic attack through your castor gun. Cantrips that require a range spell attack have their range doubled when using your castor gun. Additionally, you may spend a spell slot to give yourself advantage on a range magic attack when using your castor gun.
Arcane Blast
Beginning at 10th level, you can transfer energy into you castor gun and fire it at an opponent that you can see within 50 feet of you. You can use your action to make a range spell attack against the creature and deal 6d10 force damage for a fifth level spell slot, plus 2d10 for each spell level higher than 5th using your castor gun. You can use this ability once per short rest.
Engraved Spell
You can engrave a spell of a level that you can cast onto your castor gun from a spell that doesn't appear on the wizard's spell list. This spell can only be cast through the castor gun. This spell counts as a wizard spell for you but doesn't count against the total number of spell you know. You can only have one spell engraved at a time you gain an additional engraved spell at level 18. Once you engrave a spell it can't be removed from the gun. If you craft a new castor gun you must engrave new spells onto it. The time to engrave a spell equals a number of hours equal to that spells level plus a material cost of the level of the spell the level of the spell x 10 gp.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/16/2021 1:29:44 PM
|
32
|
5
|
1.0
|
Coming Soon
|
Comments