Ammomancy - Can I Interest You in Some Bullet Magic?
Apr 8, 2024 20:54:49 GMT -6
Post by Amanojyaku on Apr 8, 2024 20:54:49 GMT -6
Alternate to Evocation
Ammomancy is the art of magically augmenting one's gunslinging ability, the domain of a certain goddess. As such, if you are aligned to Kaliber the Damning keyword of an Ammomancy spell or a spell combo including an Ammomancy spell reads your alignment as if it were Khorne instead.
Ammomancy 1
Anomalous Rifling
Ammomancy 1
Test: Ammomancy + Composure
Target Number: 15
Action: Free Action
Keywords: Combo-OK, Verbal
Duration: One Round
You do not suffer penalties for firing at Long Range or making Called Shots using a ranged weapon. With two raises, you don't suffer penalties for firing at Extreme Range either.
Signal Flare
Ammomancy 1
Test: Ammomancy + Composure
Target Number: 10
Action: Half Action
Keywords: Combo-OK, Somatic, Verbal
Duration: Concentration (Free Action)
You create a glowing psy-flame in hand, roughly as powerful as a glow-lamp. It crackles and sputters, even producing smoke as if burning powder. It can be any color, but produces no heat or other non-visible radiation.
Rancidity
Ammomancy 1
Test: Ammomancy + Composure
Target Number: 15
Action: Half Action
Keywords: Attack, Damning, Saving Throw
Duration: Instant
They say you can tell who the real gunslingers are by how well maintained their piece is. Or maybe that's just you. Select one target within 10m. If they fail an Arcana test, reduce the quality of one firearm in their position by one step, plus one more step for every two checks on the saving throw, until it can be repaired.
Swift Reload
Ammomancy 1
Test: Ammomancy + Composure
Target Number: 15
Action: Free Action
Keywords: Combo-OK, Focus, Reload, Somatic
Duration: Instant
Focus: A weapon in your hands that uses ammunition.
Ammomancy 1
Test: Ammomancy + Composure
Target Number: 15
Action: Free Action
Keywords: Combo-OK, Verbal
Duration: One Round
You do not suffer penalties for firing at Long Range or making Called Shots using a ranged weapon. With two raises, you don't suffer penalties for firing at Extreme Range either.
Signal Flare
Ammomancy 1
Test: Ammomancy + Composure
Target Number: 10
Action: Half Action
Keywords: Combo-OK, Somatic, Verbal
Duration: Concentration (Free Action)
You create a glowing psy-flame in hand, roughly as powerful as a glow-lamp. It crackles and sputters, even producing smoke as if burning powder. It can be any color, but produces no heat or other non-visible radiation.
Rancidity
Ammomancy 1
Test: Ammomancy + Composure
Target Number: 15
Action: Half Action
Keywords: Attack, Damning, Saving Throw
Duration: Instant
They say you can tell who the real gunslingers are by how well maintained their piece is. Or maybe that's just you. Select one target within 10m. If they fail an Arcana test, reduce the quality of one firearm in their position by one step, plus one more step for every two checks on the saving throw, until it can be repaired.
Swift Reload
Ammomancy 1
Test: Ammomancy + Composure
Target Number: 15
Action: Free Action
Keywords: Combo-OK, Focus, Reload, Somatic
Duration: Instant
Focus: A weapon in your hands that uses ammunition.
Ammomancy 2
Ballistic Fusion
Ammomancy 2
Test: Ammomancy + Composure
Target Number: 20
Action: Full Action
Keywords: Focus, Material, Social
Duration: Indefinite
The focus gains the Combiweapon special quality and is attached to another valid weapon as part of casting this spell. This spell ends when the focus is detached from the other weapon, or when you cast this spell again, whichever comes first.
Focus: A non-Thrown ranged weapon.
Material: A roll of duct tape.
Confound Firearm
Ammomancy 2
Test: Ammomancy + Composure
Target Number: 20
Action: Half Action
Keywords: Attack, Damning, Subtle
Duration: Instant
One simple trick. Gunslingers hate it. Select one target within 30m. All ranged weapons on the target's person jam, even if they normally wouldn't; bowstrings snap, powder dampens, mud simply appears in the barrel, etc.
Pop Pop
Ammomancy 2
Test: Ammomancy + Composure
Target Number: 20
Action: Half Action
Keywords: Combo-OK, Focus, Verbal
Duration: Instant
It all comes down to reflex, just click once and then again. You can use a Multiple Attacks action as a Half Action before the end of this turn, so long as you only use a firearm that only fires on single shot.
Focus: A ranged weapon in your hands.
Warp Cordite
Ammomancy 2
Test: Ammomancy + Composure
Target Number: 20
Action: Half Action
Keywords: Material, Somatic
Duration: One Scene
A ball of somewhat stabilized warpfire, encased in a shell of cordite. Create a magic frag grenade, plus one more for every two levels. Increase the quality of the weapon(s) by one step for every two raises on the magic test. The warpfire dissipates in short order, rendering the grenades created by this spell useless at the end of the scene.
Material: A handful of black powder.
Ammomancy 2
Test: Ammomancy + Composure
Target Number: 20
Action: Full Action
Keywords: Focus, Material, Social
Duration: Indefinite
The focus gains the Combiweapon special quality and is attached to another valid weapon as part of casting this spell. This spell ends when the focus is detached from the other weapon, or when you cast this spell again, whichever comes first.
Focus: A non-Thrown ranged weapon.
Material: A roll of duct tape.
Confound Firearm
Ammomancy 2
Test: Ammomancy + Composure
Target Number: 20
Action: Half Action
Keywords: Attack, Damning, Subtle
Duration: Instant
One simple trick. Gunslingers hate it. Select one target within 30m. All ranged weapons on the target's person jam, even if they normally wouldn't; bowstrings snap, powder dampens, mud simply appears in the barrel, etc.
Pop Pop
Ammomancy 2
Test: Ammomancy + Composure
Target Number: 20
Action: Half Action
Keywords: Combo-OK, Focus, Verbal
Duration: Instant
It all comes down to reflex, just click once and then again. You can use a Multiple Attacks action as a Half Action before the end of this turn, so long as you only use a firearm that only fires on single shot.
Focus: A ranged weapon in your hands.
Warp Cordite
Ammomancy 2
Test: Ammomancy + Composure
Target Number: 20
Action: Half Action
Keywords: Material, Somatic
Duration: One Scene
A ball of somewhat stabilized warpfire, encased in a shell of cordite. Create a magic frag grenade, plus one more for every two levels. Increase the quality of the weapon(s) by one step for every two raises on the magic test. The warpfire dissipates in short order, rendering the grenades created by this spell useless at the end of the scene.
Material: A handful of black powder.
Ammomancy 3
Angry Bullets
Ammomancy 3
Test: Ammomancy + Composure
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Focus, Reload, Somatic
Duration: One Scene
Your bullets are nothing less than crystallized rage, seeking out their targets if they have to defy all laws of physics to do so. Each time you hit a target with a Standard Attack, Multiple Attacks, or Full Auto Burst action using the focus, repeat the attack against another enemy within range of the target. Repeat the attack an additional time for every two raises on the attack roll, or until there are no creatures other than you that have not yet been hit.
Focus: A ranged weapon in your hands.
Special: If you have Frenzy or any similar feat, you can use it as part of casting this spell.
Elder Blank
Ammomancy 3
Test: Ammomancy + Composure
Target Number: 20
Action: Reaction
Keywords: Damning
Duration: Instant
You may use this spell as a reaction to counter a Ballistics test as it is made, with the target number of this spell equal to the result of the attacker's Ballistics test. If you succeed, the target cannot make any ranged attacks until the end of your next turn.
Endless Magazine
Ammomancy 3
Test: Ammomancy + Composure
Target Number: 25
Action: Half Action
Keywords: Focus, Reload, Somatic, Verbal
Duration: Concentration (Reaction)
Enchanting space between the magazine and the firing chamber causes a copy of the next shot in the magazine to spawn itself in the chamber. Ranged attacks using the focus do not consume non-artifact ammunition. With two raises, they don't consume artifact ammunition either.
Focus: A ranged weapon in your hands.
Ghost Bullets
Ammomancy 3
Test: Ammomancy + Composure
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Focus, Reload, Verbal
Duration: One Scene
Your weapon flickers and fades, and begins firing bullets that are slightly out of phase with the rest of the Wheel. Ranged attacks made using the focus ignore cover as well as armor granted by shields, and can harm incorporeal creatures normally.
Focus: A ranged weapon in your hands.
Ammomancy 3
Test: Ammomancy + Composure
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Focus, Reload, Somatic
Duration: One Scene
Your bullets are nothing less than crystallized rage, seeking out their targets if they have to defy all laws of physics to do so. Each time you hit a target with a Standard Attack, Multiple Attacks, or Full Auto Burst action using the focus, repeat the attack against another enemy within range of the target. Repeat the attack an additional time for every two raises on the attack roll, or until there are no creatures other than you that have not yet been hit.
Focus: A ranged weapon in your hands.
Special: If you have Frenzy or any similar feat, you can use it as part of casting this spell.
Elder Blank
Ammomancy 3
Test: Ammomancy + Composure
Target Number: 20
Action: Reaction
Keywords: Damning
Duration: Instant
You may use this spell as a reaction to counter a Ballistics test as it is made, with the target number of this spell equal to the result of the attacker's Ballistics test. If you succeed, the target cannot make any ranged attacks until the end of your next turn.
Endless Magazine
Ammomancy 3
Test: Ammomancy + Composure
Target Number: 25
Action: Half Action
Keywords: Focus, Reload, Somatic, Verbal
Duration: Concentration (Reaction)
Enchanting space between the magazine and the firing chamber causes a copy of the next shot in the magazine to spawn itself in the chamber. Ranged attacks using the focus do not consume non-artifact ammunition. With two raises, they don't consume artifact ammunition either.
Focus: A ranged weapon in your hands.
Ghost Bullets
Ammomancy 3
Test: Ammomancy + Composure
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Focus, Reload, Verbal
Duration: One Scene
Your weapon flickers and fades, and begins firing bullets that are slightly out of phase with the rest of the Wheel. Ranged attacks made using the focus ignore cover as well as armor granted by shields, and can harm incorporeal creatures normally.
Focus: A ranged weapon in your hands.
Ammomancy 4
Anything Gun
Ammomancy 4
Test: Ammomancy + Composure
Target Number: 30
Action: Half Action
Keywords: Attack, Combo-OK, Material, Physical, Ranged Touch, Somatic
Duration: Instant
Make a ranged attack using the profile of a non-Thrown ranged weapon that uses the material as ammunition. Treat the attack as magic, and it deals +Xk0 damage, where X is one-half of your Ammomancy level, rounded up.
Material: One round of ammunition, a grenade, or a missile.
Ethereal Casing Conjury
Ammomancy 4
Test: Ammomancy + Composure
Target Number: 30
Action: Full Action
Keywords: Somatic, Focus
Duration: One Scene
This spell creates a bubble of warpfire in the caster's hand, which quickly resolves into a single shot of Wraithbone ammunition for the focus. With two additional raises, the spell generates a full clip (or three arrows, bolts, etc. for weapons with a clip size of 1) instead; this can create ammunition for weapons that don't fire solid projectiles, for example allowing a lasgun to benefit from Wraithbone ammunition. With three additional raises, the focus can be reloaded with the new shell or clip as part of casting this spell.
Focus: A ranged weapon held in your hands.
Gun Soul
Ammomancy 4
Test: Ammomancy + Composure
Target Number: 25
Action: Full Action
Keywords: Damning, Focus, Somatic, Verbal
Duration: One scene (E)
The last bullet is always yours. If your Hit Points would be reduced to 0 for any reason, instead reduce them to 1 and end this spell immediately. Ignore critical damage dealt by anything that causes this spell to end. The spell also ends if you expend the focus, or reload the gun while it's still in the clip.
Focus: The last bullet in the clip of a non-Primitive firearm that fires solid ammunition.
Warp Crystal Bomb
Ammomancy 4
Test: Ammomancy + Composure
Target Number: 30
Action: Half Action
Keywords: Material, Somatic
Duration: One Scene
Crystallized warpfire isn't necessarily more stable. This spell creates a single warpstone cluster fuck. The weapon created by this spell detonates at the end of the scene.
Material: A fist-sized quartz crystal.
Ammomancy 4
Test: Ammomancy + Composure
Target Number: 30
Action: Half Action
Keywords: Attack, Combo-OK, Material, Physical, Ranged Touch, Somatic
Duration: Instant
Make a ranged attack using the profile of a non-Thrown ranged weapon that uses the material as ammunition. Treat the attack as magic, and it deals +Xk0 damage, where X is one-half of your Ammomancy level, rounded up.
Material: One round of ammunition, a grenade, or a missile.
Ethereal Casing Conjury
Ammomancy 4
Test: Ammomancy + Composure
Target Number: 30
Action: Full Action
Keywords: Somatic, Focus
Duration: One Scene
This spell creates a bubble of warpfire in the caster's hand, which quickly resolves into a single shot of Wraithbone ammunition for the focus. With two additional raises, the spell generates a full clip (or three arrows, bolts, etc. for weapons with a clip size of 1) instead; this can create ammunition for weapons that don't fire solid projectiles, for example allowing a lasgun to benefit from Wraithbone ammunition. With three additional raises, the focus can be reloaded with the new shell or clip as part of casting this spell.
Focus: A ranged weapon held in your hands.
Gun Soul
Ammomancy 4
Test: Ammomancy + Composure
Target Number: 25
Action: Full Action
Keywords: Damning, Focus, Somatic, Verbal
Duration: One scene (E)
The last bullet is always yours. If your Hit Points would be reduced to 0 for any reason, instead reduce them to 1 and end this spell immediately. Ignore critical damage dealt by anything that causes this spell to end. The spell also ends if you expend the focus, or reload the gun while it's still in the clip.
Focus: The last bullet in the clip of a non-Primitive firearm that fires solid ammunition.
Warp Crystal Bomb
Ammomancy 4
Test: Ammomancy + Composure
Target Number: 30
Action: Half Action
Keywords: Material, Somatic
Duration: One Scene
Crystallized warpfire isn't necessarily more stable. This spell creates a single warpstone cluster fuck. The weapon created by this spell detonates at the end of the scene.
Material: A fist-sized quartz crystal.
Ammomancy 5
Blasphemous Blade
Ammomancy 5
Test: Ammomancy + Composure
Target Number: 35
Action: Full Action
Keywords: Damning, Material, Somatic
Duration: One scene
Just because the goddess doesn't like it doesn't lessen the magazine's resemblance to the hilt of a sword. By expending every bolt at once, you create the ultimate blasphemy, a daiklaive made of freshly-spent shells. It uses the profile of a boltgun, except that it is used as a melee weapon and has the Daemonic (Kaliber) and Trigger (+1k0 damage) qualities, using the clip it was made from as the source of ammunition. If the sword leaves the caster's hands, or all ammunition in its clip is expended, it disappears immediately.
Material: One clip of boltgun ammunition.
Gravi-Crush Shell
Ammomancy 5
Test: Ammomancy + Composure
Target Number: 35
Action: Full Action
Keywords: Attack, Focus, Material, Ranged Touch, Reload, Saving Throw
Duration: Instant
Some magical minerals are too heavy for their own good. Loading a special superheavy shell, you manage to prove the theory. Make an attack at the range of the focus, which gains Blast (10). Everyone within the area of the attack must succeed at an Arcana + Strength test or fall prone before resolving the rest of the attack as gravity increases exponentially, treating it as if falling a number of meters equal to your Ammomancy + Composure. Targets must repeat this saving throw each time they attempt an action that has the Movement keyword. Until they succeed on the saving throw, their Dexterity is treated as zero, and if they are not already prone, they immediately fall prone at the end of the action, again as if falling a number of meters equal to your Ammomancy + Composure.
Focus: A ranged weapon held in your hands.
Material: A single round of special ammunition for the focus, made of darksteel or loadstone.
Past-Slaying Bullet
Ammomancy 5
Test: Ammomancy + Composure
Target Number: 35
Action: Full Action
Keywords: Attack, Focus, Material, Ranged Touch, Social
Duration: Instant
Just take a breath and shoot, soon nobody will even know. Make a ranged attack against any target within the range of the focus (including yourself, if desired). The bullet changes the target's history in a general path dictated by the caster, though specific changes are determined by the SM. This includes but is not limited to changing a number of feats, assets, and/or hindrances equal to your caster level; preventing some life-changing alteration such as terminal insanity, mutation, or missing limbs from occurring in the past; or outright removing hindrances or changing an exaltation. The target takes no damage except in the case of staggering changes such as the last of the previously listed options (or as determined by the SM), but gains fatigue equal to 1 + their Constitution as the sudden death of a timeline takes its toll on their body.
Focus: A non-Primitive Basic firearm that fires solid ammunition and is capable of single shot, whose barrel is bent over double.
Material: A bullet made of Baatorian lead, packed with Abyssal gunpowder in a casing made of Gehennan obsidian, fitted with a Celestial primer.
Ammomancy 5
Test: Ammomancy + Composure
Target Number: 35
Action: Full Action
Keywords: Damning, Material, Somatic
Duration: One scene
Just because the goddess doesn't like it doesn't lessen the magazine's resemblance to the hilt of a sword. By expending every bolt at once, you create the ultimate blasphemy, a daiklaive made of freshly-spent shells. It uses the profile of a boltgun, except that it is used as a melee weapon and has the Daemonic (Kaliber) and Trigger (+1k0 damage) qualities, using the clip it was made from as the source of ammunition. If the sword leaves the caster's hands, or all ammunition in its clip is expended, it disappears immediately.
Material: One clip of boltgun ammunition.
Gravi-Crush Shell
Ammomancy 5
Test: Ammomancy + Composure
Target Number: 35
Action: Full Action
Keywords: Attack, Focus, Material, Ranged Touch, Reload, Saving Throw
Duration: Instant
Some magical minerals are too heavy for their own good. Loading a special superheavy shell, you manage to prove the theory. Make an attack at the range of the focus, which gains Blast (10). Everyone within the area of the attack must succeed at an Arcana + Strength test or fall prone before resolving the rest of the attack as gravity increases exponentially, treating it as if falling a number of meters equal to your Ammomancy + Composure. Targets must repeat this saving throw each time they attempt an action that has the Movement keyword. Until they succeed on the saving throw, their Dexterity is treated as zero, and if they are not already prone, they immediately fall prone at the end of the action, again as if falling a number of meters equal to your Ammomancy + Composure.
Focus: A ranged weapon held in your hands.
Material: A single round of special ammunition for the focus, made of darksteel or loadstone.
Past-Slaying Bullet
Ammomancy 5
Test: Ammomancy + Composure
Target Number: 35
Action: Full Action
Keywords: Attack, Focus, Material, Ranged Touch, Social
Duration: Instant
Just take a breath and shoot, soon nobody will even know. Make a ranged attack against any target within the range of the focus (including yourself, if desired). The bullet changes the target's history in a general path dictated by the caster, though specific changes are determined by the SM. This includes but is not limited to changing a number of feats, assets, and/or hindrances equal to your caster level; preventing some life-changing alteration such as terminal insanity, mutation, or missing limbs from occurring in the past; or outright removing hindrances or changing an exaltation. The target takes no damage except in the case of staggering changes such as the last of the previously listed options (or as determined by the SM), but gains fatigue equal to 1 + their Constitution as the sudden death of a timeline takes its toll on their body.
Focus: A non-Primitive Basic firearm that fires solid ammunition and is capable of single shot, whose barrel is bent over double.
Material: A bullet made of Baatorian lead, packed with Abyssal gunpowder in a casing made of Gehennan obsidian, fitted with a Celestial primer.