Hex Rounds and Wandshells for Starfinder
Posted by Owen K.C. Stephens
Yesterday we presented spell guns and runethrowers, magic devices that can produce spell effects from battery power. The next obvious question is — can you have magic bullets that produce spell effects?
Of course you can. Presenting: Magic Muntions!
(art by Yuri Hoyda)
Magic Munitions Item Credit
Item Level Cost Bulk
Hex round, 0-level spell 2 140 L
Wandshell, 0-level spell 3 325 L
Hex round, 1st-level spell 5 450 L
Wandshell, 1st-level spell 7 750 L
Hex round, 2nd-level spell 8 1,400 L
Wandshell, 2nd-level spell 11 3,250 L
Hex round, 3rd-level spell 11 3,700 L
Hex round, 4th-level spell 14 10,600 L
Wandshell, 3rd-level spell 15 17,500 L
Hex round, 5th-level spell 17 36,650 L
Wandshell, 4th-level spell 19 81,000 L
Hex round, 6th-level spell 20 112,800 L
Magic munitions allow you to load a one-shot, consumable version of a spell into a weapon. Any spell with a casting time of no more than 1 standard action, that does not require Resolve Points or materials with a cost, can be turned into a magic munition. Activating a magic munition is a standard action, and when you do so the weapon does not have its normal effect (and does not use any ammo or battery beyond the magic munition). The magic effect normally originates as if you had cast the spell. If the spell has a range of touch, you can instead target any legal target within the weapon’s reach of first range increment. The caster level for the spell effect is equal to the magic munition;s item level.
A hex round can only be fired from a spell gun or runethrower able to cast a spell of the same or higher level, or a weapon with the spellthrower fusion. A wandshell can be loaded into any weapon. As magic munitions these ammos can be loaded into any ranged or melee weapon, even ones not designed for physical ammunition or that are normally totally unpowered. Loading a single he round or wandshell into a weapon is a move action. A weapon can’t have more total item levels worth of magic muntions loaded into it at a time than its own item level. Thus a item level 9 laser pistol with the spellthrowing fusion could have one hex round with a 2nd-level spell, or three wandshells with 0-level spells.
Magic munitions not loaded into a weapon are easily identified as magical at a glance, of even by their unusually heavy heft. Most have the spell loaded into them carefully noted on their casing. You cannot craft a a magic munition of a specific spell unless you can cast that spell, or have someone able to cast the spell available to do so when you create the munition.
Patreon
Want more Starfinder articles like this? Pathfinder 1st-edition content? Would you rather see more material for 5e, or industry insider articles? Join my Patreon for a few bucks a month, and let me know!
About Owen K.C. Stephens
Owen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps. He has a Pateon which supports his online work. You can find it at https://www.patreon.com/OwenKCStephensPosted on July 21, 2020, in Starfinder Development and tagged Equipment, Game Design, gaming, Geekery, Magic Items, PC Options, Starfinder, Weapons. Bookmark the permalink. Leave a comment.
Leave a comment
Comments 0