Magic Bullets

Transmutation

Level: Arcane 4, Divine 4; Components: V, S, F; Casting Time: Attack action; Range: Touch; Target: 50 bullets, all of which must be in contact with each other at the time of casting; Duration: 1 hour/level; Saving Throw: Will negates (harmless, object); Spell Resistance: Yes (harmless, object)

You enhance up to 50 individual bullets of the same caliber or a single magazine of up to 50 rounds with the power of a 1stlevel spell you already know. The bullets must be fired from a gun for the subsidiary magical effects to take hold. The related spells you must know to create magic bullets of a particular type are listed below.

Each time you cast the spell, all the bullets receive the same enchantment, but afterward it is possible to mix magic bullets with different effects in the same magazine. Be sure to note the order in which the bullets are loaded to correctly track the effect of each shot. Unless otherwise noted, magic bullets deal normal damage before they impart their magical effect. This spell can be used to create one type of bullet (as noted in the chart below), or others at the GM’s discretion.

Magic Bullet TypeOther Spell KnownEffect
Curing bullet (divine)Cure light woundsBullet deals no damage and instead cures 1d8+5 points of damage.
Inflicting bullet (divine)Inflict light woundsCreature damaged by pain bullet must succeed at a Will save (DC 14) or take an additional 1d8+5 points of damage.
Knock-out bullet (arcane)SleepCreature damaged by knock-out bullet must succeed at a Will save (DC 14) or fall into a comatose slumber. Creatures with 5 or more Hit Dice are immne to this effect.
Panic bullet (arcane)Cause fearCreature damaged by terror bullet must succeed at a Will save (DC 14) or be panicked (–2 morale penalty on attack rolls, weapon damage rolls, and saves) for 1d4 rounds.