Path of the Spellshot

The Path of the Spellshot expands your arsenal to include magical munitions and arcane assaults.

**Requirements:** Focus (Marksman), Lock and Load (Gunner), Spell Training (Magician), Base Course Set

**Path Completion Bonus**: +1 Spirit

## Core Abilities

**Arcane Shot**

**Cost**: 400 XP

**Expedited for**: Alertness, Finesse, Magic

**Activation**: Ranged Attack, X MP up to SPI

You infuse raw magic into a ranged basic attack. This attack deals +Xd6 damage and counts as magical damage.

**Spellslinger**

**Cost**: 400 XP

**Expedited for**: Alertness, Finesse, Magic

**Activation**: Respite, \* MP

*You infuse your ammunition with stored spells.*

Choose a spell you know with a casting time of 1 Action or 1 Reaction, then choose a ranged weapon to infuse this spell into its ammo. The half-cast casting DL of this spell must be equal or less than your passive casting roll. (Spells without a Casting DL have a DL of 0.) Pay the half-cast MP cost (or 1 MP if the half-cast cost is 0) of the spell; this MP cannot be regained until the spell is used or expired. Gain the item "Ammunition: [Spell]"; this item is considered a rare consumable that cannot be sold, weighs 1 Bulk, and expires at the next Rest. This ammunition can be used with 1 Reaction to insert into your ranged weapon, overriding any other ammunition currently being used by this weapon. The next basic attack with this weapon discharges the spell half-cast on its target (for targeted and area spells) or on yourself (for personal spells) in addition to the basic attack resolving normally. The Spellpower of the spell is equal to the half-cast casting DL. You do not need to pay any MP cost or make a casting roll when the spell is discharged.

**Improved Arcanocharger**

**Prerequisite**: **Spellslinger**

**Cost**: 500 XP

**Expedited for**: Alertness, Finesse, Magic

**Activation**: Passive

Gain one of the following effects:

* **Cheap** - When you use **Spellslinger** to create arcane ammunition, you may choose to triple the MP cost; if you do so, create 6 charges instead of 1.
* **Powerful** - When you use **Spellslinger** to create arcane ammunition, you may choose to double the MP cost; if you do so, you may choose a spell with an Activation of 2 Actions.

**Master Spellshot**

**Prerequisite**: **Spellslinger**

**Cost**: 500 XP

**Expedited for**: Alertness, Finesse, Magic

**Activation**: Passive

When you use **Spellslinger**, you may choose to pay the normal or double-cast MP cost of the spell to infuse this casting strength into the ammunition (casting that strength when discharged). The casting DL (at your chosen casting strength) of this spell must be equal or less than your passive casting roll. At normal strength, the ammunition weighs 2 Bulk; at double-cast strength, it weighs 3 Bulk. The Spellpower of the spell remains equal to the half-cast casting DL regardless of the chosen casting strength.

**Spellshot's Bandolier**

**Prerequisite**: **Spellslinger**

**Cost**: 500 XP

**Expedited for**: Alertness, Finesse, Magic

**Activation**: Passive

You wear a bandolier which can hold up to 6 Bulk of **Spellslinger** charges, negating their Bulk from your standard Item Container. You can place a charge in your Bandolier using 2 Actions.

**Spellshot's Bandolier: Expanded**

**Prerequisite**: **Spellshot's Bandolier**

**Cost**: 600 XP

**Expedited for**: Alertness, Finesse, Magic

**Activation**: Passive

Your **Spellshot's Bandolier** can hold up to 12 Bulk instead of 6.

**Spellshot's Bandolier: Quick Access**

**Prerequisite**: **Spellshot's Bandolier**

**Cost**: 600 XP

**Expedited for**: Alertness, Finesse, Magic

**Activation**: Passive

**Spellslinger** charges in your **Spellshot's Bandolier** can be inserted into a ranged weapon as a Free Reaction.

**Innate Spellshot**

**Prerequisite**: **Spellslinger**

**Cost**: 500 XP

**Expedited for**: Alertness, Finesse, Magic

**Activation**: Ranged Attack, \* MP

*You fire a spell straight from the heart.*

Choose a spell you know with a casting time of 1 Action or 1 Reaction. Attempt to cast this spell by paying the MP cost for your chosen cast strength and making a casting roll (if the spell has a casting DL). If the cast succeeds, this attack discharges the spell on its target (for targeted and area spells) or on yourself (for personal spells) in addition to the basic attack resolving normally. If the cast fails, the spell backfires and this basic attack does not happen at all. The Spellpower of the spell is equal to the half-cast casting DL regardless of the casting roll result and chosen cast strength.

**Hand-Eye Casting**

**Prerequisite**: **Innate Spellshot**

**Cost**: 600 XP

**Expedited for**: Alertness, Finesse, Magic

**Activation**: Passive

When you activate **Innate Spellshot**, add your DEX or PER (whichever is higher) to the casting roll.

**Spellshot's Friendly Fire**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: **Spellslinger**

**Cost**: 500 XP

**Expedited for**: Alertness, Finesse, Magic

**Activation**: Passive

When you fire a **Spellslinger** charge, you may choose to have the spell and its accompanying basic attack deal no damage of any type.