Juju Shooter

These arbalisters enchant and shoot mystic bolts from their magic crossbows. 
Codicil cost: 4
Training time: Two months
Requirements:
Ability to cast at least one spell on a foe. Also, while not exactly a requirement, it certainly doesn't hurt to have a willingness to put yourself in harm's way even moreso than most warriors, if not actually a deathwish. While learning this codicil you will likely see the efforts of some of your fellow trainees literally blow up in their faces. 
Features and bonuses:
Light crossbow made with treated or slightly charred wood so that it can resist the dangerous energies loosed from it; a special crossbow, firearm, or fusil can be had with Gamemaster permission
1D12 ensorcelled bolts/bullets (you decide, with Game Master approval)	
==Skills==
Ranged weapon (longarm) I
Taking the Long Shot apprentice
Take It Like A Man I
Battle Cry apprentice
Boasting
Chemistry I
Alchemy I
Fletcher apprentice
==Level bonuses==
II. Fire Curses: Any spell you know can be loaded into a device-driven projectile. You cast the spell on the shot (with all the usual requirements for time, materials, et al.) which then goes off against whomever is shot as though you touched them. Note that unlike the Load Spells ability of this codicil, these spells do not have a shelf life; they must be cast then launched immediately. 
III. Magic Missile: You have a fundamental understanding of mystic shot. You can use any sort of enchanted projectile without needing a command word or special instruction. This applies to alchemical bolts or other magic items as well as those created via the fifth level bonus of this codicil. You need only a few minutes to examine the item. +3 to all ranged attacks, and increase range increments one and a half times. 
V. Load Spells: You are now able to build your own magic bullets. Any spell you know can be built into a bolt or shot. Many of these (depending on the spell or spell stack) will still require special instructions for someone else to use, i.e. command words, target types, et cetera.	
==Level bonuses==
II. Fire Curses: Any spell you know can be loaded into a device-driven projectile. You cast the spell on the shot (with all the usual requirements for time, materials, et al.) which then goes off against whomever is shot as though you touched them. Note that unlike the Load Spells ability of this codicil, these spells do not have a shelf life; they must be cast then launched immediately. 
III. Magic Missile: You have a fundamental understanding of mystic shot. You can use any sort of enchanted projectile without needing a command word or special instruction. This applies to alchemical bolts or other magic items as well as those created via the fifth level bonus of this codicil. You need only a few minutes to examine the item. +3 to all ranged attacks, and increase range increments one and a half times. 
V. Load Spells: You are now able to build your own magic bullets. Any spell you know can be built into a bolt or shot. Many of these (depending on the spell or spell stack) will still require special instructions for someone else to use, i.e. command words, target types, et cetera.
;Fusil: Official field manuals of the Northern Protectorate call this item a 'thaumatological armament' and soldiers sometimes colloquially call it a 'curse cannon'. A fusil is an advanced form of the fire-resistant and reinforced crossbow that comes with the juju shooter codicil. A fusil allows anyone to launch the enchanted shots created by juju shooters. The weapon alleviates the need for command words or special rituals to use the enchanted projectile, though special instruction may be needed to fully utilise that shot properly. Fusils are most commonly found in the form of a heavy stone crossbow (as much as a rare magic item can be 'commonly found') but any firing device from slingshots to rifles to cannon can be so endowed. Any juju shooter of at least third level possessing the skill Glyph Writing can enchant a fusil with a weaponsmith's assistance, and one with the Boyer skill can create on on their own. Talisman Memory Mark can be used to add a firing command word for the Fusil. 'Boyer' can be substituted for any other appropriate skill to craft the weapon, depending on its type. As with a third level juju shooter, this weapon has 1.5 times the normal range increment and a +3 to hit (and stacks with the codicil bonuses, by the way). It does not impart any special knowledge of magic bullets (as that is gained solely through the codicil's training and experience) solely avoid command words or firing rituals.
Category:War
Category:Northern Protectorate
Category:Codicil