Caster's Revolver (3.5e Equipment)
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A caster's Revolver looks like a bronze or gold revolver with multiple runes covering the muzzle, hilt, and chamber. It may be a revolver but it does not fire bullets. Instead, it can fire up to six shots of magical energy before needing to recharge(requires full round action). Each magical bullet does damage based on the size of the Caster's Revolver: Small sized Caster's Revolvers deal 1d4 +1 per caster level, Medium size deals 1d6 +1 per caster level, Large size deals 1d8 +1 per caster level. A caster's revolver has a range increment of fifty feet +5 per spell level (minimum 50, maximum 95) for fired charges. A caster's revolver threatens a critical on a natural 20, with +1 to the critical modifier at every five caster levels (X1 at 1st, X2 at 5th, X3 at 10th, X4 at 15th, and X5 (the maximum) at 20th level).
When using the Caster's Revolver to make an attack the user does not use Base attack bonus + Dex modifier like a normal range weapon; Instead they use Base Attack Bonus + Int/Wisdom Modifier (which ever is higher). This is also used for range spells or range touch spells fired from this weapon.
The Caster's Revolver is also able to hold up to any combination of targeting spells of a total of 6th spell level (six level 0 spells, six 1st level spells, three 2nd level spells, two 3rd level spells, one 4th level spell with one 2nd level spell/two 1st level spells/two 0 level spells, one 5th level spell with any 1st level spell or 0 level spell, or one 6th level spell.) All spells stored inside the Caster's revolver must be stored at the same time. When the weapon uses up all spells stored the user must wait one day before he is able to store spells in the weapon again.
In all other respects, treat a Caster's Revolver as if it were a normal revolver of its size.