Black Powder Mage (Mage) in Vechaunus | World Anvil
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Black Powder Mage (Mage)

In some places of Vechaunus, black powder is almost as mystical and magical as the arcane, at least that is what the Gnomes of Gnomandy would have them believe. As fond of their boomsticks as their magical tricks, the Mages of Gnomandy have learned how to weave their magical abilities into their favorite weapon. Fortunately, this knowledge has spread beyond their borders, allowing any Mage with an Engineering mind to make their magical weaponry.   Class: Mage   Requirement: Accuracy 2+ and Intelligence (Engineering)   Novice: Gain the Weapon Group Black Powder if you do not already know it. When you use a weapon from that group they count as magic weapons. You can also infuse your bullets with your magic. You can infuse the essence of the Guardian magic you study, (Pyrefernal: Fire, Aquanian: Cold, Stoneshaper: Poison, Windrunner: Lightning,). When you fire an infused bullet, it deals an additional 1d6 essence damage, of whatever Guardian school you follow. This damage happens after the initial damage of the weapon and are therefore always penetrating.   Journeyman: You can infuse your gun with magical energy. When using guns from your trained weapon group you can substitute Willpower for Perception when inflicting damage. Such a gun now counts as an arcane device in your hands. Your essence damage also increases to 1d6+ your Willpower.   Master: You are an Inventor supreme of your Guardian School. You may craft your very own gun and infuse it with Guardian magic. You create any weapon within the Black Powder group, once this gun is created you infuse your own Guardian magic causing any bullet used with the gun to do damage corresponding to the Guardian you are disciplined under. This damage is 1d6 and can be stacked with infused bullets. You also enchant this weapon so that it gains a +2 bonus to hit when wielded in your hands. When the weapon is complete, roll on the table below to determine an additional benefit when you wield this weapon.   2d6 Roll Result & Benefit    2 +1 Willpower   3-4 +1 to damage   5 Reload is one action less   6 +1 Dexterity (Initiative)   7-8 +2 to damage   9 +2 to Willpower   10-11 Store spell within the weapon   12 +5 MP   This weapon is considered magical.

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