Enchanted Shots

Some things are just better when you can apply spells or other abilities to them! You decide to do this with your projectiles!

Each projectile can only hold 1 spell/ability, and each time you enchant your projectiles, it enchants 5 of them at a time.


Note: For balance purposes, YOU must be the one to enchant YOUR ammo; otherwise it acts the exact same to the Tinkerer's Grenades ability: just pick your ammo, pick your spell/ability, enchant, then use!

When your enchanted projectile hits their target, the spell will active.

If the projectile misses, the enchantment goes away.

You can only hold 10 of any given enchanted projectile at a time.

Enchanting your ammo with this spell requires just the ammo, the spell/ability, and this spell. The activated spell upon hitting a target does not cost any Spell Castings.

Does NOT work on throw-able weapons

Cost: X Spell Castings

Speed: Action

Damage: Allows for enchanted projectiles


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