Prima Magi Equipment Technology / Science in Ghuant | World Anvil

Prima Magi Equipment

Flamestrike Rifle Level: 13 Price: 150,000 credits Damage: 4d8 fire Critical: Burn 4d6 Range: 60 ft. Capacity: 20 charges Usage: 2 Bulk: 2 Special: Line, Unwieldy   Flamestrike Rifle: This magitech rifle is powered by a magical fusion core and fires concentrated beams of intense fire energy. It has a longer range compared to traditional firearms and deals fire damage to targets. The rifle can also be modified with different ammunition types, such as explosive rounds or incendiary bullets, adding additional effects to its attacks. Special Abilities:   Flameburst: The Flamestrike Rifle unleashes a powerful burst of flames in a line. When making an attack with the rifle, you can choose to fire a line of fire instead of making a single-target attack. The line of fire has a width of 5 feet and extends for 60 feet. All creatures in the line must make a Reflex saving throw (DC 18 + half the attacker's level) or take full damage. Those who succeed on the save take half damage. This ability uses 5 charges per use. Burning Precision: The Flamestrike Rifle is finely tuned to inflict additional burn damage. Whenever you score a critical hit with the rifle, the target automatically takes the weapon's burn damage (4d6 fire) in addition to the critical hit damage. Inferno Rounds: The rifle is loaded with specialized inferno rounds that enhance its fire-based attacks. The weapon's critical effect, Burn, lasts for an additional round (total of 2 rounds) when it is triggered. Thermal Stabilizer: The Flamestrike Rifle is equipped with a thermal stabilizer that reduces the weapon's unwieldy property. When making attacks with the rifle, the penalty for the unwieldy property is reduced to -2 instead of -4.   Soulbound Bow Level: 13 Price: 175,000 credits Damage: 4d8 piercing Critical: Bleed 2d6 Range: 120 ft. Capacity: 20 arrows Usage: 1 Bulk: L Special: Analog, Soulbound Soulbound Bow: This bow is bound to the soul of its wielder, enhancing their connection to the ethereal realm. It draws upon the spiritual energy of the wielder, allowing them to manifest ethereal arrows that bypass physical defenses. The bow can also be used to channel spiritual energy into devastating shots that have a chance to banish or harm incorporeal creatures.     Special Abilities:   Soulbinding: The Soulbound Bow is infused with the essence of a powerful spirit, granting it a special connection to its wielder. The bow is attuned to its owner, and only they can use it effectively. The wielder gains a +2 bonus to attack rolls with the Soulbound Bow. Spirit Arrows: The Soulbound Bow is capable of manifesting special arrows infused with the power of the bound spirit. As a standard action, the wielder can choose to fire a Spirit Arrow that deals an additional 2d6 damage of a type chosen at the time of the attack (fire, cold, acid, electricity, or sonic). This ability consumes 2 charges per shot. Spectral Sight: The Soulbound Bow grants the wielder the ability to see through illusions and invisibility. They gain a +4 bonus to Perception checks to detect hidden or invisible creatures or objects. Ethereal Bond: The Soulbound Bow forms a spiritual bond with its wielder, enhancing their dexterity and agility. The wielder gains a +2 enhancement bonus to Dexterity while the bow is in their possession. Soulseeker: Once per day, as a swift action, the wielder can activate the Soulseeker ability. The next attack made with the Soulbound Bow ignores any concealment or cover bonuses and automatically bypasses damage reduction or energy resistance.         Arcane Disruptor Cannon: This large handheld cannon is designed to disrupt and neutralize magical energies. It fires concentrated blasts that can dispel magical effects, temporarily suppress spellcasting, or disrupt the magical abilities of targeted creatures. The cannon can also be charged to unleash a devastating anti-magic explosion, nullifying all magical effects in a wide radius.   Temporal Dagger: This dagger is infused with the power of time manipulation. It allows the wielder to briefly slow down or speed up time in a localized area, granting them enhanced speed and reflexes or slowing down enemies' movements. The dagger's strikes can also cause temporal disruption, temporarily aging or weakening the target.   Arcane Blaster Level: 11 Price: 90,000 credits Damage: 4d6 force Critical: Wounding Range: 80 ft. Capacity: 20 charges Usage: 2 Bulk: 1 Special: Arcane, Line Arcane Blaster: This sleek and compact handgun harnesses the power of arcane energy. It uses specially designed cartridges filled with enchanted crystals that, when fired, release bolts of magical energy. The Arcane Blaster can be loaded with different types of crystals, each imbued with a specific elemental effect such as fire, ice, or lightning. It also has a chamber that can be charged to unleash a powerful arcane blast, dealing area damage to foes. Special Abilities:   Arcane Energy Blast: The Arcane Blaster channels arcane energy to unleash powerful force blasts. It deals force damage instead of its normal damage type. Additionally, the blaster gains a +2 bonus to attack rolls against creatures with spellcasting abilities or those using magical effects. Arcane Line: The blaster fires a focused line of arcane energy. When making an attack with the Arcane Blaster, you can choose to fire a line instead of making a single-target attack. The line has a width of 5 feet and extends for 80 feet. All creatures in the line must make a Reflex saving throw (DC 18 + half the attacker's level) or take full damage. Those who succeed on the save take half damage. This ability uses 5 charges per use.   Spell Disruption: The Arcane Blaster disrupts magical energies upon impact. Whenever you score a critical hit with the Arcane Blaster, the target must succeed on a Will saving throw (DC 18 + half the attacker's level) or be affected by a random spell disruption effect chosen by the GM. This effect should be appropriate for the level and power of the campaign. Arcane Infusion: The Arcane Blaster is infused with residual arcane energy. The wielder gains a +2 bonus to saving throws against spells or spell-like abilities while the blaster is in their possession. Arcane Surge: Once per day, as a swift action, the wielder can activate the Arcane Surge ability. This empowers the next attack made with the Arcane Blaster, causing it to deal an additional 2d6 force damage. The Arcane Surge ability does not consume charges   Chrono Revolver Level: 12 Price: 120,000 credits Damage: 4d8 piercing Critical: Wounding Range: 60 ft. Capacity: 6 rounds Usage: 1 Bulk: L Special: Analog, Time Warp   Chrono Revolver: This intricately designed revolver has a series of rotating chambers with specialized temporal runes. It allows the wielder to manipulate time through its shots. Each bullet fired from the Chrono Revolver can slow down or speed up time for the target upon impact. Slowed targets become sluggish and have reduced reflexes, while accelerated targets experience heightened speed and reflexes. The revolver also has a special bullet that can create a localized time distortion field, temporarily freezing everything within its area of effect.     Special Abilities:   Time Warp: The Chrono Revolver is imbued with temporal energy, allowing the wielder to manipulate time. As a standard action, the wielder can activate the Time Warp ability. This ability allows them to make two attacks with the Chrono Revolver in a single round. The second attack is made at a -4 penalty to the attack roll. This ability can be used once per round and consumes 2 rounds of ammunition. Temporal Disruption: The Chrono Revolver disrupts the temporal flow upon impact. Whenever you score a critical hit with the Chrono Revolver, the target must succeed on a Fortitude saving throw (DC 20 + half the attacker's level) or be affected by temporal disruption, causing them to be staggered for 1 round. Chrono Shot: Once per day, as a swift action, the wielder can activate the Chrono Shot ability. This imbues the next shot fired from the Chrono Revolver with temporal energy. The attack ignores any cover or concealment bonuses and automatically bypasses damage reduction or energy resistance. Temporal Recall: The Chrono Revolver has a built-in temporal stabilizer that allows the wielder to manipulate time to their advantage. Once per day, as a reaction, the wielder can activate the Temporal Recall ability when they would take damage from an attack. This ability allows them to rewind time for a brief moment, negating the damage taken as if the attack missed. This ability does not consume ammunition. Temporal Awareness: The wielder of the Chrono Revolver gains heightened temporal awareness, granting them a +4 bonus to initiative checks and a +2 bonus to Reflex saves against effects that manipulate time or alter their position in time.   Plasma Repeater (12th Level) Weapon Type: Heavy Level: 12 Price: 40,000 credits Damage: 4d12 E Critical: Burn 2d6 Range Increment: 80 ft. Capacity: 40 charges Usage: 4 Bulk: 2 Special: Automatic, Unwieldy Description: The Plasma Repeater is a cutting-edge heavy energy weapon that fires superheated plasma projectiles. At 12th level, it deals 4d12 points of energy damage on a successful hit and has a critical effect of inflicting Burn damage (2d6) on the target. The weapon has an impressive range increment of 80 feet, allowing characters to engage enemies from a distance. Plasma Repeater: The Plasma Repeater is a high-tech firearm that fires concentrated plasma bolts. It has an energy core at its center, which charges and releases plasma energy with each shot. The repeater can be set to fire in different modes, such as rapid-fire bursts or charged shots for increased damage. It also has an overcharge function that unleashes an explosive plasma wave, dealing area damage to enemies in its vicinity. Special Abilities:   Automatic: The Plasma Repeater has the automatic property, allowing the wielder to make multiple attacks in a single round. When using the automatic fire mode, the attack penalties increase, but the character can make multiple attack rolls against a single target or multiple targets within range. Unwieldy: The Plasma Repeater has the unwieldy property, which means that characters without the heavy weapon proficiency take a -4 penalty to attack rolls when using it.   Nanoblade Rifle Level: 10 Price: 50,000 credits Damage: 4d6 piercing Critical: Bleed 2d6 Range: 120 ft. Capacity: 20 rounds Usage: 1 Bulk: 1 Special: Analog, Operative, Nanoblade Nanoblade Rifle: This rifle combines cutting-edge nanotechnology with traditional firearm design. It fires razor-sharp nanoblades instead of conventional bullets. These blades are infused with magical energies, allowing them to slice through defenses and cause bleeding wounds. The rifle is equipped with a nanoblade reservoir that replenishes the ammunition over time, ensuring a steady supply of blades in combat. It also has an alternate firing mode that launches a cluster of nanoblades, hitting multiple targets simultaneously. Special Abilities:   Nanoblade: The Nanoblade Rifle is equipped with nanomachines that enhance its cutting power. When scoring a critical hit with the Nanoblade Rifle, the target takes additional bleeding damage equal to 2d6 at the start of their turn. This bleed effect lasts until the target receives magical healing or succeeds on a DC 15 Medicine check. Nanoblade Strike: The wielder of the Nanoblade Rifle gains the ability to make precise strikes with the weapon. When making a full-attack action, the wielder can choose to make two attacks with the Nanoblade Rifle instead of three, but each attack gains a +2 bonus to the attack roll and deals an additional 1d6 damage. Nanopulse Rounds: The Nanoblade Rifle is compatible with specialized nanopulse rounds. As a swift action, the wielder can load nanopulse rounds into the rifle, granting their attacks the Disrupting critical hit effect. This effect causes the target to be staggered for 1 round on a critical hit, in addition to the normal critical hit effects. Nanopulse rounds last for 1 minute or until expended. Nano-Enhanced Targeting: The Nanoblade Rifle incorporates nanotechnology to enhance the wielder's targeting capability. The wielder gains a +2 bonus to attack rolls with the Nanoblade Rifle. Stealthy Precision: The Nanoblade Rifle is designed for stealthy operatives. When making ranged attacks with the Nanoblade Rifle, the wielder can add their Dexterity modifier to damage rolls in addition to their Strength modifier. A capture infected weapon they dont really suggest using it but it is here   Soulfire Scattergun: The Soulfire Scattergun is a shotgun-like weapon that utilizes enchanted crystals infused with captured souls. Each shot of the scattergun releases a burst of ethereal flames, fueled by the trapped souls. The flames not only cause fire damage but also have a chance to drain the life force of the targets, healing the wielder in the process. The scattergun can be enhanced with different soul-crystals, granting additional effects such as elemental damage or status ailments.   Armour   Elemental Warden Armor Light Armour Level: 13 Price: 130,000 credits EAC Bonus: +14 KAC Bonus: +12 Maximum Dex Bonus: +6 Armor Check Penalty: -2 Speed Adjustment: - Upgrade Slots: 3 Bulk: 2   Special Abilities:   Elemental Attunement: The Elemental Warden Armor allows the wearer to attune to one element of their choice: fire, ice, lightning, or earth. This grants the wearer resistance 10 against the chosen elemental damage type. Elemental Channeling: Once per day, the wearer can use a standard action to channel their attuned element. They gain a +4 bonus to attack rolls and damage rolls with elemental spells or attacks of the chosen type for 1 minute. Elemental Defense: The Elemental Warden Armor provides an additional +4 bonus to saving throws against spells and effects of the wearer's chosen element. Enhanced Spellcasting: While wearing the Elemental Warden Armor, the wearer's caster level for elemental spells is treated as 2 higher for purposes of determining the spells' effects, such as duration or damage. Environmental Adaptation: The armor automatically adjusts to extreme environmental conditions related to the wearer's chosen element, granting them a +8 bonus to saving throws against environmental hazards or effects associated with that element, such as extreme heat or cold. Elemental Fury: Once per day, when the wearer successfully hits a target with an elemental spell or attack of their chosen element, they can choose to apply an additional effect based on the element: Fire: The target takes ongoing fire damage equal to half the damage dealt (Reflex DC 18 negates). Ice: The target is slowed for 1 round (Fortitude DC 18 negates). Lightning: The target is flat-footed for 1 round (Reflex DC 18 negates). Earth: The target is knocked prone (Fortitude DC 18 negates).   Temporal Shroud Light Armour Level: 13 Price: 165,000 credits EAC Bonus: +12 KAC Bonus: +14 Maximum Dex Bonus: +5 Armor Check Penalty: -1 Speed Adjustment: - Upgrade Slots: 2 Bulk: 1   Special Abilities:   Temporal Phasing: Once per day, as a move action, the wearer can activate the Temporal Shroud, becoming temporarily ethereal and gaining the incorporeal subtype for 1 minute. While incorporeal, the wearer gains a deflection bonus to AC equal to their Charisma modifier (+3 maximum) against attacks made by corporeal creatures. The wearer can move through solid objects, but they cannot end their movement inside an object or creature. Temporal Reflexes: The Temporal Shroud grants the wearer a +4 bonus to initiative checks and a +2 bonus to Reflex saving throws. Warp Shift: Once per day, as a swift action, the wearer can teleport up to 30 feet to a location they can see. This ability allows the wearer to bypass obstacles, traps, or quickly reposition themselves in combat. Time Resistance: The Temporal Shroud provides the wearer with resistance 10 against all time-related effects, such as temporal distortions or abilities that manipulate time. Ethereal Defense: While the Temporal Shroud is active, the wearer gains a +4 bonus to saving throws against spells and effects that target or affect ethereal or incorporeal creatures.   Aegis of the Void Heavy Armour Level: 13 Price: 200,000 credits EAC Bonus: +16 KAC Bonus: +19 Maximum Dex Bonus: +4 Armor Check Penalty: -3 Speed Adjustment: - Upgrade Slots: 3 Bulk: 2   Special Abilities:   Void Shield: Once per day, as a reaction when the wearer is hit by an attack, they can activate the Aegis of the Void to create a temporary void shield. The shield absorbs a portion of the damage equal to the wearer's level and reflects it back at the attacker, who must make a Reflex saving throw (DC 20 + wearer's Dexterity modifier) to halve the reflected damage. The shield lasts for 1 round or until it has absorbed a total amount of damage equal to twice the wearer's level. Shadowed Armor: The Aegis of the Void grants the wearer a +2 bonus to Stealth checks and the ability to create an area of magical darkness once per day. The darkness functions as the spell darkness, centered on the wearer, with a radius of 20 feet. Void Resistance: The Aegis of the Void provides the wearer with resistance 10 against void-based damage, such as void energy or attacks from creatures from the void. Void Affinity: The wearer gains a +2 bonus to damage rolls with void-based weapons or attacks. Voidborn Grace: The Aegis of the Void reduces the armor check penalty by 2 (minimum 0) for all Dexterity- and Strength-based skill checks.   Vanguard's Bulwark Armor Medium Armour Level: 13 Price: 200,000 credits EAC Bonus: +15 KAC Bonus: +28 Maximum Dex Bonus: +4 Armor Check Penalty: -2 Speed Adjustment: - Upgrade Slots: 3 Bulk: 2   Special Abilities:   Impenetrable Defense: The Vanguard's Bulwark Armor is specifically designed to provide exceptional defense against melee attacks. It grants the wearer DR (Damage Reduction) 20 against kinetic damage from melee attacks activatied once per hour to a max of your strength modifer. Defensive Stance: Once per day, as a swift action, the wearer can enter a defensive stance that further enhances their protection. While in this stance, the wearer gains a +4 bonus to KAC and a +2 bonus to saving throws against combat maneuvers. Sturdy Construction: The Vanguard's Bulwark Armor is built to withstand heavy blows. It reduces the critical hit effect severity by one step (e.g., a critical hit becomes a normal hit, a normal hit becomes a miss). Shielded Vitality: The armor provides the wearer with a +4 bonus to Fortitude saving throws to resist debilitating effects, such as poisons or diseases. Reactive Counter: Once per day, when the wearer is hit by a melee attack, they can react with a counterstrike. They can make an immediate melee attack against the creature that hit them as a reaction, using their highest base attack bonus.   Magi-Tech Armor MK X Medium Armor Level: 10 AC Bonus: +12 KAC Bonus: +12 Maximum Dex Bonus: +4 Armor Check Penalty: -2 Speed Adjustment: - Price: 75,000 credits Bulk: 1   Description: Magi-Tech Armor MK X is a cutting-edge fusion of magical enchantments and advanced technological enhancements, offering unparalleled protection and versatility for the modern adventurer. Crafted from lightweight, yet highly durable materials, this armor seamlessly integrates arcane energies with state-of-the-art defensive systems.   Features:   Enhanced Durability: The armor's composite materials provide exceptional protection against physical and energy-based attacks, granting a +12 bonus to EAC and KAC. Energy Shielding: An arcane energy field envelops the wearer, absorbing incoming energy damage. Once per day, as a reaction, the wearer can activate the energy shield, granting temporary hit points equal to 5 times the wearer's level. These temporary hit points last for 1 minute. Enhanced Mobility: The armor incorporates magi-tech propulsion systems, allowing the wearer to move with increased agility. The wearer gains a +10 ft. enhancement bonus to their land speed and can move through difficult terrain without penalty. Integrated Spell Capacitors: The armor is equipped with spell capacitors that can harness and store magical energies. Once per day, the wearer can cast one of the following spells as a spell-like ability: haste, fly, or invisibility. Arcane Resilience: The armor provides resistance to various forms of magical attacks. The wearer gains resistance 10 against acid, cold, electricity, fire, and sonic damage. Environmental Sealing: The armor's advanced seals and filtration systems protect the wearer from environmental hazards such as extreme temperatures, radiation, and vacuum conditions. Biometric Interface: The armor is attuned to the wearer's biometrics, granting access only to authorized users. Attempts to bypass the security measures are met with a powerful arcane backlash. Self-Repairing Systems: The armor contains nanite repair systems that automatically mend minor damage during short rests, restoring 5 hit points per hour. Customization Slots: The armor features modular design with several customization slots allowing the wearer to install additional magi-tech modules or upgrade existing components for further enhancements. Emergency Teleportation: In dire situations, the armor can initiate an emergency teleportation sequence, transporting the wearer to a predetermined safe location. This feature can be activated once per week.

Arcane Disruptor Cannon

Arcane Disruptor Cannon Level: 15 Price: 300,000 credits Damage: 6d10 force Critical: Wounding Range: 100 ft. Capacity: 20 charges Usage: 3 Bulk: 3 Special: Arcane, Line, Penetrating   Special Abilities:   Arcane Energy Blast: The Arcane Disruptor Cannon harnesses arcane energy to unleash devastating force blasts. It deals force damage instead of its normal damage type. Additionally, the cannon gains a +2 bonus to attack rolls against creatures with spellcasting abilities or those using magical effects. Arcane Line: The cannon fires a line of arcane energy that pierces through multiple targets. When making an attack with the Arcane Disruptor Cannon, you can choose to fire a line instead of making a single-target attack. The line has a width of 10 feet and extends for 100 feet. All creatures in the line must make a Reflex saving throw (DC 20 + half the attacker's level) or take full damage. Those who succeed on the save take half damage. This ability uses 5 charges per use. Forceful Impact: The force blasts from the cannon have a powerful impact, causing wounding wounds. Whenever you score a critical hit with the Arcane Disruptor Cannon, the target takes ongoing bleed damage equal to half the weapon's damage (3d10 force) at the start of their turn. This bleed effect lasts until the target receives magical healing or succeeds on a DC 20 Medicine check. Arcane Overload: As a full action, the wielder can activate the Arcane Overload ability. This overcharges the cannon, doubling its damage for a single attack but expending 10 charges. The cannon cannot use this ability again until it is recharged. Arcane Disruption Field: Once per day, as a swift action, the wielder can activate an Arcane Disruption Field around themselves. The field creates an aura of disruptive energy within a 20-foot radius centered on the wielder. Any enemy within this area takes a -2 penalty to their saving throws against spells or spell-like abilities. This large handheld cannon is designed to disrupt and neutralize magical energies. It fires concentrated blasts that can dispel magical effects, temporarily suppress spellcasting, or disrupt the magical abilities of targeted creatures. The cannon can also be charged to unleash a devastating anti-magic explosion, nullifying all magical effects in a wide radius.   Description: The Arcane Disruptor Cannon is a handheld cannon-like device, crafted with a mix of enchanted metals, intricate clockwork mechanisms, and arcane crystals. It has a sleek and futuristic design, with glowing arcane runes etched along its surface. The cannon is equipped with a chamber that houses a specialized energy core, which powers its disruptive abilities. Disruptive Blasts: The primary function of the Arcane Disruptor Cannon is to fire concentrated blasts that disrupt and counteract magical energies. These blasts are highly focused and have the ability to dispel magical effects on impact. When a blast hits a target, it temporarily suppresses ongoing spells, dissipates magical barriers, and weakens enchantments.   Spellcaster Suppression: The Arcane Disruptor Cannon's disruptive blasts are particularly effective against spellcasters. Upon hitting a spellcasting target, they can disrupt the spellcasting process, causing spells to fail or fizzle out. The cannon's blasts can also temporarily suppress the spellcasting abilities of targeted creatures, making it difficult for them to cast spells or use magical abilities for a short duration.   Anti-Magic Explosion: The Arcane Disruptor Cannon possesses a powerful secondary function—the ability to unleash an anti-magic explosion. By overloading the energy core, the wielder can trigger a devastating burst of anti-magic energy. This explosion nullifies and neutralizes all magical effects within a wide radius, rendering ongoing spells inert and creating a temporary zone of anti-magic.   Rechargeable Energy Core: The Arcane Disruptor Cannon is powered by a rechargeable energy core, which can hold a limited amount of energy. The core can be recharged through various means, such as magical crystals or by harnessing ambient magical energy. Skilled artificers or arcane engineers can also modify the cannon to accommodate more potent energy cores or improve its energy storage capacity.   Drawbacks: While the Arcane Disruptor Cannon is a potent tool against magic, it does have some limitations. It requires a short cooldown period between shots to recharge and stabilize the energy core. Additionally, the cannon's disruptive blasts are less effective against non-magical targets, making it less versatile in combat situations where magic is not prevalent.   The Arcane Disruptor Cannon offers a unique and specialized option for characters who specialize in countering and disrupting magic. Its ability to dispel spells, suppress spellcasting, and create anti-magic zones can be invaluable in encounters against powerful spellcasters or in situations where magical effects need to be neutralized.   Cant be bought

Void Cannon

Void Cannon Level: 15 Price: 350,000 credits Damage: 8d8 force Critical: Wounding Range: 150 ft. Capacity: 20 charges Usage: 4 Bulk: 4 Special: Line, Explode (20 ft.), Void Rift   Special Abilities:   Void Energy Blast: The Void Cannon harnesses the power of the void to unleash destructive force blasts. It deals force damage instead of its normal damage type. Additionally, the cannon gains a +2 bonus to attack rolls against creatures with void or extraplanar origins or those connected to extradimensional energies. Void Line: The cannon fires a line of void energy that tears through space and matter. When making an attack with the Void Cannon, you can choose to fire a line instead of making a single-target attack. The line has a width of 10 feet and extends for 150 feet. All creatures in the line must make a Reflex saving throw (DC 21 + half the attacker's level) or take full damage. Those who succeed on the save take half damage. This ability uses 5 charges per use. Void Rift: Once per day, as a full action, the wielder can activate the Void Rift ability. This causes the cannon to fire a concentrated blast that creates a rift in the fabric of space. The blast deals double damage (16d8 force) to a single target, and any creatures within a 20-foot radius of the target must make a Reflex saving throw (DC 21 + half the attacker's level) or take half damage. This ability expends 10 charges. Void Implosion: Whenever you score a critical hit with the Void Cannon, the target is pulled closer to the void. The target must succeed on a Fortitude saving throw (DC 21 + half the attacker's level) or be pulled 10 feet toward the wielder. If this movement would bring the target adjacent to the wielder, they are instead moved as close as possible and knocked prone. Void Aura: The wielder of the Void Cannon is surrounded by a faint aura of void energy. They gain a +4 bonus to saving throws against effects that attempt to banish, teleport, or displace them through extradimensional or planar means. This massive shoulder-mounted cannon taps into the power of the void between dimensions. It can unleash concentrated beams that pierce through defenses and ignore armor, dealing significant damage. The cannon can also be charged to create a localized rift in space, sucking in nearby enemies and trapping them temporarily in a pocket dimension.   The Void Cannon is a massive and awe-inspiring magitech weapon that harnesses the power of the void between dimensions. Here are some details about the Void Cannon: Description: The Void Cannon is a shoulder-mounted cannon-like device of considerable size and weight. It is constructed using a combination of reinforced metals, arcane crystals, and intricate enchantments. The cannon has a sleek and futuristic design, adorned with swirling patterns and glowing runes that hint at the otherworldly power it wields.   Void Energy Beams: The primary function of the Void Cannon is to unleash concentrated beams of void energy. These beams are highly destructive and possess the ability to pierce through defenses and ignore armor, making them exceptionally effective against heavily armored foes. The void energy beams inflict significant damage upon impact, often leaving behind residual void energy that can continue to erode matter.   Rift Generation: The Void Cannon can be charged to create localized rifts in space. When activated, it opens a temporary tear in the fabric of reality, creating a swirling vortex of void energy. This rift has a gravitational pull that draws nearby objects and creatures towards it, making it a dangerous hazard for enemies. Those caught within the rift may be temporarily trapped in a pocket dimension or suffer from disorientation and sensory distortion.   Anti-Magic Effects: The void energy emitted by the cannon possesses inherent anti-magic properties. It can disrupt and nullify magical effects, causing ongoing spells to unravel and dissipate. The void energy can also create an anti-magic zone within its vicinity, temporarily suppressing magical abilities and rendering magic-based defenses ineffective.   Power Source: The Void Cannon requires a specialized power source capable of generating and containing void energy. This power source can be a rare crystal infused with void essence or a complex array of interdimensional capacitors. The cannon's power source needs to be periodically recharged or replaced to ensure its continued operation.   Drawbacks: While the Void Cannon is a formidable weapon, it has its limitations. The creation of void energy is highly volatile, and mishandling or overcharging the cannon can result in catastrophic consequences. The cannon's immense power demands substantial energy reserves, making it heavy and cumbersome to wield. Additionally, the creation of localized rifts can have unintended consequences, potentially attracting unwanted attention from other planes of existence or unleashing chaotic energies.   The Void Cannon offers devastating firepower and anti-magic capabilities, making it a fearsome weapon against both magical and heavily armored foes. However, its power comes with inherent risks, requiring careful control and skilled handling. Characters who wield the Void Cannon must balance its destructive potential with the potential dangers it poses to themselves and the surrounding environment.   Substation core cant be recharged. Cant be bought