Full Salvo

School conjuration (creation) [metal]; Level magus 5, sorcerer/wizard 5, vanguard 5, witch 5

CASTING

Casting Time 1 standard action
Components V, S, M (a firearm bullet worth at least 1 gp)

EFFECT

Range see text
Effect several conjured firearms
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION

With a sweep of your hands you conjure several loaded firearms nearby, each one floating and ready to fire.

Full salvo creates one medium musket per two caster levels (max 10). They each appear floating in your space or in squares adjacent to you. Each one immediately fires a single bullet at a nearby foe, dealing 1d12 piercing damage on a hit, threatening a critical hit on a 20 and dealing x4 damage on a critical hit. It has a range increment of 40 feet, can go up to five range increments, and strikes against touch AC in the first range increment. The gun misfires on a roll of a 1 or 2, making the shot for that gun automatically miss.

You must make a separate attack roll for each gun, using your normal bonuses. Any feats you have that apply to firearms, such as Weapon Focus or Clustered Shots, apply to the full salvo. The bullets count as magic and your choice of either silver or cold iron for the purpose of overcoming damage reduction. At 12th caster level, you can instead make the bullets count as adamantine for this purpose. Once you finish making all attacks, the guns vanish and the spell ends.
Section 15: Copyright Notice

Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore

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