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Ammunition Extravaganza

November 6th, 2013

Joshua Zaback

Magic Market Archive

            Welcome once again to Magic Market. We’ve had a lot of different kinds of magic items on Magic Market this year: from rods to armor to weapons, we’ve had you covered. Some of you may be wondering, however, when we were going to get around to some cool new magical ammunition. Well, wonder no more!

 

ARROWS OF AIM
Aura faint evocation; CL 1st
Slot -; Price 206 gp (per arrow); Weight 1 lb.
Construction Requirements Craft Magical Arms and Armor, magic missile; Cost 106 gp (per arrow)

            Apparently made from solid gold, these straight arrows hum softly in the quiver and vibrate in the hands of a prospective archer. When fired through the air, the arrows stream directly towards the chests of their targets.

            These potent arrows do not have an enhancement bonus of their own, and do not count as magic for the purposes of overcoming damage reduction; however, they are empowered with a special magic that allows them to bypass both magical and mundane shields to strike their target. An arrow of aim ignores the target’s shield bonus to AC when determining whether or not it hits the target.

            None of an arrow of aim’sunique abilities count as an enhancement bonus equivalent, and it is treated as a mundane (if masterwork) weapon for the purposes of the cost of further improving its magical abilities. Because an arrow of aim is ammunition, its cost is calculated as 1/50th the cost of a non-ammunition magic weapon. The cost to purchase a full group of 50 is 10,300 gp.

 

BOLT OF QUIETNESS
Aura faint illusion; CL 3rd
Slot -; Price 66 gp (per bolt); Weight 1 lb.
Construction Requirements Craft Magical Arms and Armor, silence; Cost 36 gp (per bolt)

            These highly functional bolts are silver in color and seem to gleam unnaturally in light or darkness, glowing with a soft ghostly light. When flying through the air, they never make a sound, and even upon impact, leave only the screams of their victims as evidence of their flight.

            A bolt of quietness functions as a mundane, masterwork arrow, except that it grants a +10 circumstance bonus on Stealth checks made to hide after firing it (see sniping under the Stealth skill in the Pathfinder Roleplaying Game Core Rulebook for more information).

            None of a bolt of quietness’sunique abilities count as an enhancement bonus equivalent, and it is treated as a mundane (if masterwork) weapon for the purposes of the cost of further improving its magical abilities. Because a bolt of quietness is ammunition, its cost is calculated as 1/50th the cost of a non-ammunition magic weapon. The cost to purchase a full group of 50 is 3,300 gp.

 

BULLET OF ENVELOPING FLAMES
Aura faint evocation; CL 5th
Slot -; Price 406 gp (per bullet); Weight 1 lb.
Construction Requirements Craft Magical Arms and Armor, fireball; Cost 206 gp (per bullet)

            These perfectly smooth sling bullets are hot to the touch and surprisingly heavy for their size. While there is nothing unusual about the flight of such ammunition, upon impact they explode spectacularly, wrapping their target in flames.

            While these magical bullets do not have an enhancement bonus of their own and do not count as magic for the purposes of overcoming damage reduction, they do possess a potent magical enhancement that causes them to explode upon impact. Whenever a character is hit by a bullet of enveloping flames, he suffers an additional 3d6 points of fire damage and becomes enveloped by fire for 3 rounds, suffering an additional 1d6 points of fire damage each round. A successful Reflex save (DC 11 + the bullet’s enhancement bonus, if any) halves the damage and negates the enveloping effect.

            Some of a bullet of enveloping flames’sunique abilities count as an enhancement bonus equivalent, and it is treated as a +3 weapon for the purposes of the cost of further improving its magical abilities. Because a bullet of enveloping flames is ammunition, its cost is calculated as 1/50th the cost of a non-ammunition magic weapon. The cost to purchase a full group of 50 is 20,300 gp.

 

BULLET OF SMASHING
Aura faint evocation; CL 1st
Slot -; Price 166 gp (per bullet); Weight 1 lb.
Construction Requirements Craft Magical Arms and Armor, magic missile; Cost 86 gp (per bullet)

            These magical bullets are made to be fired from any firearm that can fire bullets. They are extremely heavy and ungainly, but do tremendous damage to both flesh and armor.

            A bullet of smashing does not carry an enhancement bonus of its own, and does not count as magic for the purposes of overcoming damage reduction. However, bullets of smashing do carry a magical enhancement that makes them more powerful than normal bullets, at the cost of making them less accurate. An attack made with a bullet of smashing is not a ranged touch attack, and is resolved as a normal ranged attack. If the attack is successful, the target suffers an additional 1d6 points of damage, and any armor he is wearing must succeed on a Fortitude save (DC equals damage dealt) or gain the broken condition.

            None of a bullet of smashing’sunique abilities count as an enhancement bonus equivalent, and it is treated as a mundane (if masterwork) weapon for the purposes of the cost of further improving its magical abilities. Because a bullet of smashing is ammunition, its cost is calculated as 1/50th the cost of a non-ammunition magic weapon. The cost to purchase a full group of 50 is 8,300 gp.

 

CARTRIDGE OF VENOM
Aura faint conjuration; CL 3rd
Slot -; Price 536 gp (per cartridge); Weight 1 lb.
Construction Requirements Craft Magical Arms and Armor, stinking cloud; Cost 376 gp (per cartridge)

            These cartridges are designed to be fired from shotguns and similar firearms which fire a spread of pellets or similar ammunition, rather than slugs or bullets. When fired, a cartridge of venom appears as a cloud of green smoke, which is actually comprised of thousands of fragments of poisoned glass.

            This magical ammunition does not carry an enhancement bonus of its own, and does not use the base damage of weapon it is fired from. Additionally, it does not gain an enhancement bonus to damage from the weapon it is fired from, even if the weapon would normally confer one. When fired, a cartridge of venom produces a 15-foot cone of poisonous glass that deals 4d6 points of piercing damage (DC 15 Reflex save for half) and causes each creature within the cone to be exposed to giant wasp poison (see the Pathfinder Roleplaying Game Core Rulebook for more information on poison).

            Some of a cartridge of venom’sunique abilities count as an enhancement bonus equivalent, and it is treated as a +3 weapon for the purposes of the cost of further improving its magical abilities. Because a cartridge of venom is ammunition, its cost is calculated as 1/50th the cost of a non-ammunition magic weapon. The cost to purchase a full group of 50 is 26,800 gp.