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Magekiller BulletAmmo 16


UncommonConsumableCurseForceMagical
Source Pathfinder Impossible Magic
Price 1,500 gp
Weight light

Ammunition round or sling bullet

Activate 1 (manipulate)


Magekiller bullets are forged by carving a spellcaster's bones with sigils of unbinding, grinding them to powder, and sealing the powder within the core of specially made rounds or sling bullets. When an activated magekiller bullet hits a target, the ammunition burrows deep into its body and interferes with its connection to magic.

Each time within the next week an affected target Casts a Spell, it must attempt a DC 11 flat. On a failure, it takes 2d12 force damage. This curse can be counteracted with cleanse affliction as normal, but if the ammunition is first removed from the target with a successful DC 35 medicine check and an operation that takes 1 hour, the counteract check gains a +4 circumstance bonus.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Consumable

An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.

Curse

A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.

Force

Effects with this trait deal force damage or create objects made of pure magical force.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.