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Guided Weaponfire

Guided Weaponfire

The closest that magic and technology come without crossing the line into technomancy. Magically guided bullets adjust their trajectory in midair, allowing for mediocre gunmen to make near-impossible shots - striking weak points on pistols and shattering them, or slipping between chinks in military-grade plating.


Activation: Magic dd check +2 Strain to cast, (Concentration on further turns to maintain), single target, Engaged Range, (Augment)
Until the end of the this character's next Turn the target gains +d to any combat checks made with a Ranged (Light), Ranged (Heavy) or Gunnery weapon. If the caster moves beyond the Range this ability was casted at, Concentration is automatically broken.
As an Incidental, the affected target may choose to sacrifice the +d benefit to add the Sunder quality to their attack instead.

Before making a Guided Weaponfire check, choose any number of additional effects from the table below:


ModifierEffectCost
Extra TargetThe ability affects one additional target within the Range of the ability. In addition, after casting this ability you may spend a to affect another additional target within Range (and trigger this multiple times, spending an a each time.)+dd
RangeIncrease the Range of the ability by one Range band. This modifier may be added multiple times, increasing the Range by one each time.+d

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Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

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