Table of Contents
Add spells and psionic powers to your bullets, grenades and warheads that go off when they hit. You can send a spray of fireballs, gaseous clouds, summoned monsters and walls of stone from great distances and deliver them for every bullet you crank out in a round. Wands were so yesterday.
Spells can only be added to spell rounds, Psionics can only be added to Psi rounds, their creation is different even though their use and effects are generally the same.
A spell round delivers a spell in the ammunition you fire, the larger the ammunition the greater level of spell it can contain. All bullets have a max of level 3 spells, grenades level 4 and up to large warheads that can send level 10 spells and above. Use the chart below to determine the maximum level for each type of round.
Only weapons that deliver a single projectile can be spell rounds, things like scatter shot, cone effects, energy, laser, particle weapons can not be used.
You can’t put spells inside a spell round that only effect the caster.
Spells that require setup such as Minor Image, Magic Mouth and such can be pre-programmed with something specific at the time the spell round is imbued. Otherwise if the shooter is not of the correct class to have access to the spell it simply does nothing.
Unlike a wand or scroll anyone can use a spell round no matter what type of spell has been imbued in it, they simply add the round to the weapon and fire, wherever the round strikes the spell goes off. Most instantaneous spells work fine for anyone, however some spells requires the correct type of magic user to actually control sustained effects or make additional targeting adjustments. If the one who fires the Spell Round is the correct class of magic user (arcane or divine), or if they make a Spellcraft and make a 10 + spell level DC check, then they have spell control.
Take for example the Magic Missile spell, say it was stored in a spell round by a level 5 wizard giving it a total of 3 missiles. Normally the caster could command the 3 missiles to target different targets as long they were not more than 15 ft apart. A caster of the appropriate class can still command the magic missiles normally, or if the shooter makes a Spellcraft check of 10 + spell level. If a fighter shot into a group of orcs, he would be unable to control each missile, instead they would all strike the orc he shot.
The spell round activates the spell as soon as it strikes a solid object, detonates, looses all of it’s velocity (comes to a stop) or does at least 1 point of damage. Hitting a target with the weapons ranged attack replaces the casting range and any spell to hit requirements such as ranged touch attack or even touch based spells.
Target: If the spell can’t be controlled by the shooter the target is always that which is struck by the round.
Area of Effect: Spells with an area effect like fireball, stinking cloud and darkness center on the activation point.
Directional Effects: If the spell is a cone, line effect or directional effect then it begins at a 5′ square adjacent to the target directly between the target and the shooter and continues in a trajectory away from the shooter. This includes spells such as Cone of Cold, Color Spray and Lightning Bolt. Because lighting bolt also has an area of 120 ft line, besides the spell range, the lightning begins at the point of the target struck and continues beyond that point if it can for 120 feet.
If the spell has a saving throw the target(s) get their normal saving throws against the spell. If the spells saving throw is against a single target the round has to actually hit the target and if it is an area effect spell those caught in the area effect get their normal saving throws. Spells intended to effect a creature and misses and hits something beyond them like a wall, it wouldn’t make sense to have the wall make a save vs sleep, but some spells could effect the wall, it up to the GM to use their own logic in determining what makes sense.
A target may have to make two saving throws, if the round is an explosive type that usually has a saving throw and the spell itself may have a saving throw. However if the target is struck by the round they don’t get to make a save vs the explosion but those around them would. If a target is not struck directly and makes their reflex save vs the explosion they don’t automatically also save vs the spell, sometimes the spell area effect can be larger or different then the explosion of the round so it requires a separate save roll.
When the spells effects happen at this strike location and besides doing whatever spell effect was on the round it will also do normal bullet damage or strike damage.
A spell round also does blunt damage when it hits, for bullets they do their standard caliber’s dumb-dumb round damage, for all other types of rounds that usually contain an explosive they will only do strike damage, that is the damage done from the grenade or warhead actually striking a target (See Strike Damage in the chart below.) However if you also pay the additional X2 the cost of the round type, such as hollow point, high explosive, fragmentation, etc. the spell round becomes that type but does not also keep the Strike Damage (except in cases of non damage round types like Smoke.)
If the shooter fires a burst of spell rounds that all require control input from the caster then he can only control as many different spell effects according to the Beyond Intelligence chart.
Rules By Spell
Spells that create something, like summoned monster or create object appear in an empty square (5 feet) adjacent to the target, they don’t materialize on or inside the target unless that is how the spell is intended.
Buffs: Yes you can buff someone with spell round if the buff allows buffing someone other than the caster, but why would you?
Heals: You can use heal spells with spell rounds, which does damage to undead, but if using a means to heal may we recommend using the rubber bullets.
Illusions: If the illusion requires the spell caster to give some creative design to manifest it then that must be preprogrammed at the time the spell round is imbued unless the shooter is able to have spell control.
Create Objects: Your create object must either be preprogrammed when it was added to the spell or the shooter must have spell control over it. The object is appears in an adjacent square next to the target hit.
Summoned Monsters: Summoned Monsters appear adjacent to the location hit and attack what the bullet it, even if it wasn’t the intended target or is an inanimate object. If the shooter is able to control the spell then they can command the summoned creature after it appears or let it just attack the target as normal. So if you miss and hit the wall behind the target, your large summoned ant could be told to change targets, but only if you can control the spell.
Walls: Walls appear in an adjacent square (5′) between the target and the shooter and are perpendicular to the line, if the wall type can’t be formed based on the spell description it fails.
Identify: No this is a persona,l caster spell only so doesn’t work.
True Strike: No this is a personal, caster spell only so doesn’t work.
Spell rounds are usually purchased empty, that is they are waiting for a spell to be added to them. All a caster must do is expend a spell they can currently cast and make a Spellcraft check of DC 10 + Level of spell to add it to the spell round 1 at a time. A failure of the Spellcraft check means the spell is expended but not added to the spell round, but that does not damage the spell round. Unless a spellcraft check comes up as a natural 1 then the spell round is cursed (see Cursed Rounds.)
Ready To Go Rounds
You can purchase Spell Rounds that already have a spell added to them as long as the spell is not greater then the max level type for the round. You must also purchase each round as if it was a scroll, you can use bulk pricing rules.
Spell/Psi Rounds Chart
The following can be used to determine the Max level of spell or psionic ability that can be applied to an ammunition type along with the cost and bulk pricing.
|Round Type||Max||Strike Damage||Cost Each||Cost 100|
|Hand Grenade||Level 4||1d4||150c||12,000c|
|Mini Missile||Level 3||1d4||150c||12,000c|
|Mortar, Light||Level 5||1d10||250c||20,000c|
|Mortar, Heavy||Level 7||2d10||500c||40,000c|
|Warhead, Small||Level 8||1d20||400c||32,000c|
|Warhead, Medium||Level 9||2d20||800c||64,000c|
|Warhead, Large||Level 9+||3d20||2000c||N/A|
|Warhead, Huge||Level 9+||4d20||10,00c||N/A|
Round Type: This is the type of ammunition for either Spell Rounds or Psi Rounds.
Max: The maximum spell or psionic power that can be applied to the round type.
Hit Damage: The base damage for a standard round if it hits a target as spell rounds do not automatically come with an explosive charge, but they can if you also pay the additional amount for the round type as well on top of the spell round price.
Cost Each: The regular price for a spell or psi round.
Cost 100: A 20% discounted price when buying in bulk.