Gun Template

( ⇪ Technology )

A “gun” is a template that can be applied on any wand (a “wand gun”) or dorje (a “dorje gun”) that meets certain prerequisites and takes on certain restrictions. In short:

  1. Guns are considered use-activated ranged simple projectile weapons in most cases (such as for the purposes of proficiencies and iteratives) with a range increment equal to 10 ft plus a fifth of the normal range of the spell/power (no rounding is necessary). Targets outside of the normal range of the gun’s spell/power cannot be targeted by the gun. A gun weighs 2 pounds per spell/power level (a 0-level wand gun weighs 1 pound) and can have a holster or harness.
  2. It can only contain a spell or power that normally takes a standard action to cast/manifest and utilizes a “grenade-like”, “bullet-like”, “ray-like”, “spray-like”, “jet-like”, or “bomb-like” effect (see “ Line of Effect vs Line of Sight”). When fired, the effect seems to originate from the gun’s barrel, and thus (excluding bomb-like effects) only effects that describe how the object gets from the origin to the destination can be made into guns. A gun can be enchanted as if it were a bow or crossbow, and an enchantment that would bestow an effect on ammunition bestows that effect on the gun’s shots, but only once per target per shot.
  3. A dorje gun’s effect can be augmented by increasing its manifester level during crafting. If a wand gun’s spell would be reduced to its minimum dice and you want it to have a higher dice-based effect, crafting must follow these rules for crafting a wand gun with higher CL.
  4. It can be “recharged” by spending gp/valuables, XP, or SP/PP. Details are below.
  5. All guns that require an attack roll to reach a specific target (not a square) have a critical threat of Type-13/x2 (like that of a spell). If the contained effect is a grenade-like effect that does not normally require a ranged touch attack to reach a destination square or intersection (such as most grenade-like spells with a simple range), when the gun is “fired” at a specific square or intersection the character must have line of effect and first succeed on a ranged touch attack (AC 5) within the effect’s normal range to affect that square (and then if-relevant hit their target in that square). Treat a miss as if you were missing with a splash weapon.
  6. Normally, operating a gun requires two hands. However, you can shoot a gun with spell/power level 6th or lower with one hand at a -1 penalty on attack rolls per spell/power level. You can shoot a gun with each hand, but you take a penalty on attack rolls as if attacking with multiple weapons. For this purpose, guns with spell/power levels 0th~3rd count as light weapons, and spell/power levels 4th~6th count as one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
  7. A gun can be fired multiple times in rapid succession relatively easily, but the only way to shoot a gun multiple times accurately requires significant skill. This is represented by iterative attacks from your Base Attack Bonus, but if you don’t care about hitting any specific target or square (such as suppressing fire) you can fire a gun up to four times a round (expending a charge for each shot) as a full-round action by succeeding on a ranged attack roll against an AC of the GM’s choice depending on the gun being fired.
  8. A gun is still treated as a wand or a dorje for the purposes of effects which affect a wand or a dorje except for effects that depend on the wand or dorje’s shape (such as a wand bracer or wand sheath) as a gun is not shaped like a wand or dorje (although something you affix to a wand such as a spell-lens still works, connected to the gun’s barrel). Wand guns tend to look steampunk-themed, while dorje guns tend to have a crystalline “raygun gothic” aesthetic.

Recharging a Gun

You can give a gun a single charge by using gp, XP, or SP/PP. The base cost for the gp and XP options, as well as the number of times you can do each option per day, are indicated on Table: Gun Recharging. Extra costs and requirements are given below. You cannot recharge a gun beyond it’s normal charge limit. Be aware that the caster level that was set when crafting a wand gun may be higher than expected.

Table: Gun Recharging
Max Charges gp Base Cost XP Base Cost gp Uses/Day XP Uses/Day SP/PP Uses/Day
1~10 30 gp 150 XP 5/day 2/day 3/day
11~20 45 gp 225 XP 10/day 4/day 6/day
21~30 60 gp 300 XP 15/day 6/day 9/day
31~40 75 gp 375 XP 20/day 8/day 12/day
41~50 90 gp 450 XP 25/day 10/day 15/day

As a full-round action that provokes an attack of opportunity, you can retrieve cash and/or various non-magical non-psionic valuables and touch them to a special absorbing plate on the gun’s body. They must be worth at least the base cost × the spell/power level (0-level spells are treated as 1/2 for this purpose) × the caster/manifester level that was set when crafting the gun. Any excess valuables are degraded to the new worth.

As a mental swift action that does not provoke an attack of opportunity, you can touch the gun and spend XP equal to the base cost × spell/power level × the caster/manifester level that was set when crafting the gun. This does not count as an additional “XP cost” on the spell/power.

As a mental move action that does not provoke an attack of opportunity, you can touch the gun and expend Spell/Power Points equal to the caster/manifester level that was set when crafting the gun. A charge added in this way dissipates 24 hours after it was added.

Crafting a Gun

You must have 5 ranks in Knowledge (Hypertechnology) and the Jack of All Trades feat (CAd p110) to craft a gun (in addition to all other prerequisites for the original wand or dorje). You cannot create an “eternal” gun like that of an eternal wand (MIC p159).

You must craft a gun to be capable of holding a set maximum number of charges. However, you can also craft a gun to have lower than its maximum number of “permanent charges” (that is, charges that are not temporary charges from Spell/Power Points). The prices in Table: Example Guns below reflect that the cost per permanent charge is double that of the market price per charge of the original wand or dorje, but only for 1~10-max-charge guns. For 11~20-max-charge guns it’s triple, for 21~30-max-charge guns it’s quadruple, etc. (to a maximum of 50 charges).

A gun has a “base price per maximum” of one-tenth its “cost per permanent charge”. The cost per permanent charge for 1~10-max-charge guns is 30 gp times the spell/power level (0-level spells are treated as 1/2 for this purpose) times the caster/manifester level that was set when crafting the gun.

To find the market price of a gun with less than its maximum number of permanent charges:

  1. Multiply the base price per maximum by the maximum number of charges you want it to be able to hold.
  2. Multiply the cost per permanent charge by the number of permanent charges you want it to have.
  3. Add those two products together to get the market price.

To calculate a gp value for when the maximum number of charges is 11 or higher, half the listed gp value and then triple, quadruple, or otherwise multiply it as appropriate.

Table: Example Guns
Spell / Power Level Caster / Manifester Level Base Price per Maximum Cost per Permanent Charge Full Market Price per Maximum
Item Level 1/2 (50 gp max)
0th
(DC +0)
1 1 gp 5 sp 15 gp 16 gp 5sp
1st
(DC +1)
1 3 gp 30 gp 33 gp
Item Level 1 (150 gp max)
1st
(DC +1)
2 6 gp 60 gp 66 gp
1st
(DC +1)
2/31 9 gp 90 gp 99 gp
1st
(DC +1)
3 9 gp 90 gp 99 gp
Item Level 2 (400 gp max)
1st
(DC +1)
3/51 15 gp 150 gp 165 gp
2nd
(DC +3)
3 18 gp 180 gp 198 gp
2nd
(DC +3)
4 24 gp 240 gp 264 gp
2nd
(DC +3)
4/51 30 gp 300 gp 330 gp
2nd
(DC +3)
5 30 gp 300 gp 330 gp
Item Level 3 (800 gp max)
2nd
(DC +3)
5/71 42 gp 420 gp 462 gp
3rd
(DC +4)
5 45 gp 450 gp 495 gp
3rd
(DC +4)
6 54 gp 540 gp 594 gp
3rd
(DC +4)
6/71 63 gp 630 gp 693 gp
3rd
(DC +4)
7 63 gp 630 gp 693 gp
Item Level 4 (1,300 gp max)
3rd
(DC +4)
7/91 81 gp 810 gp 891 gp
4th
(DC +6)
7 84 gp 840 gp 924 gp
4th
(DC +6)
8 96 gp 960 gp 1,056 gp
4th
(DC +6)
8/91 108 gp 1,080 gp 1,188 gp
4th
(DC +6)
9 108 gp 1,080 gp 1,188 gp
Item Level 5 (1,800 gp max)
4th
(DC +6)
9/111 132 gp 1,320 gp 1,452 gp

1 A wand gun of that spell level that deals dice of damage higher than its lowest caster level must use this row to get the higher number of damage dice shown on the left of the slash. The number on the right of the slash is the caster level for all other effects for that spell.

Example Guns

This table shows the price breakdown for some guns that have a maximum number of charges of 10 or less. The “full market price per maximum” column means that’s the final market price for a gun that has a maximum of 1 charge and is full of permanent charges. If you want the gun to have a maximum of 2 charges, you simply double the full market price per maximum. The table only goes up to 4th spell level because wands can only have up through 4th-level spells.

Some Common Wand Guns

0th: electric jolt (ray-like), ray of frost (ray-like)

1st: burning hands (spray-like), jet of steam (jet-like), lesser orb of acid (ray-like), magic missile (grenade-like)

2nd: force hammer (ray-like), frost breath (spray-like), scorch (jet-like), scorching ray (ray-like),

3rd: chain missile (grenade-like), fireball (grenade-like), lightning bolt (jet-like), rainbow blast (spray-like), shockwave (grenade-like)

4th: blast of flame (spray-like), explosive cascade (grenade-like), force missiles (grenade-like), orb of acid (ray-like)

Some Common Dorje Guns

1st: crystal shard (ray-like), energy ray (ray-like), entangling ectoplasm (ray-like)

2nd: crystalstorm (ray-like), energy push (ray-like), energy stun (grenade-like)

3rd: energy bolt (jet-like), energy burst (bomb-like), psionic blast (spray-like)

Meta Analysis: Guns in this setting are meant to serve as “magic anyone can use”. You are very welcome to also include the renaissance-era gunpowder guns described in Dragon Magazine #321 pp30~38 as a “non-magical option” that can bypass antimagic fields and the like. It would be horribly overpowered if guns/firearms could instantly kill someone (without a coup de grace).

However, guns with AoE effects are extremely effective at softening up a combat with lots of minions .

Gun Template

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