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==Spells== Gun Mages pick powers from the sorceror spell list, although the Gun Mage picks from the list of Gun Mage At Will powers below. No attack spells with special rules for Dragon Magic or the Psychic keyword may be chosen by a Gun Mage unless noted below. ===At Will Powers=== '''Black Penny''': At Will, Arcane, Implement Standard Action Ranged 8/16 Target: One Creature Attack: Charisma vs Will Damage: 1d8+Charisma modifier psychic damage Special: This attack ignores cover and concealment but not total cover or concealment. Note: Gun Mages don't often get to attack Will. '''Detonator''' At Will, Arcane, Implement Standard Action Ranged 8/16 Target: One Creature Attack: Charisma vs Fortitude Damage: 1d10+ Charisma modifier damage Special: This attack scores a critical hit on a roll of 18-20. This power can be used as a ranged basic attack. '''Ricochet''' At Will, Arcane, Implement Standard Action Ranged 8/16 Primary Target: One Creature Primary Attack: Charisma vs Reflex Hit: 1d8+Charisma modifier force Damage Secondary Target: One Creature within five spaces of the primary target Secondary Attack: Charisma vs Reflex Hit: 1d8+ Charisma Modifier damage Special: If the gun mage is wielding two pistols, the primary and secondary targets can be the same creature Note: very powerful - balanced against Chaos Bolt from a Wild Sorceror. (That thing hits will, does slightly more damage with primary attack, and slightly less average secondary damage). It is directly more powerful than Twin Strike if a gun mage wields two pistols, but this is counterbalanced by the Gun Mage having problems reloading under these circumstances. '''Shocker''' At Will, Arcane, Weapon Standard Action Ranged 16/16 Target: One Creature Attack: Charisma vs Reflex Hit: 1d10+Charisma modifier lightning damage Special: A warjack hit by this power is dazed until your next turn. This power can be used as a ranged basic attack. Note: This power sucks almost as much as in Warmachine I think - even with the accuracy bonus. '''Thunderbolt''' At Will, Arcane, Implement Standard Action Ranged 8/16 Target: One Creature Attack: Charisma vs Fortitude Damage: 1d10+ Charisma modifier damage and you push the target back one square Special: On a critical hit the target is knocked prone. This power can be used as a ranged basic attack. '''[Wraith] Bane''' At Will, Arcane, Implement Standard Action, Ranged 8/16 Target: One Creature Attack: Charisma vs Reflex Damage: 1d8+Charisma modifier damage of a type chosen by the firer Special: A Wraith Bane shot ignores insubstantiality. ===Daily and Encounter Spells=== '''L1 Daily''' Dazzling Ray may not be used by Gun Mages. '''Long Shot: L2 Utility:''' Encounter Arcane Minor Action Personal Effect: Until the end of your turn, add your Dexterity modifier to the short (or normal) range of your ranged arcane powers, and your Dexterity modifier and Charisma modifier to the long range of your ranged arcane powers. Note: Warcaster Armour makes this power a Burst 3 affecting all allies in burst including yourself, with Sustain (minor). In this form it is known as "Snipe". '''L5 Daily: Acidic Implantation''' Gun Mage: The explosion is Burst 2 '''L7 Encounter:''' None of the existing L7 encounter powers may be used by Gun Mages '''Thunder Bolt L7 Encounter''' Encounter Arcane Implement Thunder Standard Action, range 8/16 Attack: Cha vs Reflex Hit: 2d8 + Cha modifier thunder damage and the target is knocked prone '''Smoke 'Em if you got 'em L7 Encounter''' Encounter * Arcane Force Implement Standard Action Range 8/16 Target: One creature Attack: Cha vs Reflex Hit:2d8+ Cha modifier damage, and all targets in a burst 1 area take d6 poison damage and a further d6 if they remain in the burst at the end of their turn. (Note: This power can be fired at a patch of ground). '''Devour Magic L10 Utility:''' Gun Mage: You can fire one additional basic attack with your next attack. '''Narrow Escape L10 Utility:''' Shift, don't slide '''Thunder Slam L13 Utility''' Encounter Arcane Implement Thunder Standard Action Ranged 8/16 Target: One creature. Attack: Charisma vs Reflex Hit: 2d12 thunder damage, and you knock the target prone Gun Mage: You push the target d4 squares directly away from you, and can enter the space of any foe in the way. Any foe in a square the target moves into takes d10 damage. Any foe of equal size to the target or smaller is knocked prone as well. If the target enters a square containing a creature of equal size or larger or a solid obstruction (or would move into a wall) it stops moving and takes d10 damage (and this counts as a separate damage roll). '''L17 Encounter:''' '''Breath of Winter:''' This is called "Hail of Bullets" by gun mages D'''ragon Tail Meditation:''' This can be used by a gun mage under the name "Whites of the Eyes." And the gun mage gets to push the target a number of squares equal to their dexterity modifier. '''Poisonous Evasion:''' Slide, not Teleport. And Force rather than poison damage '''L19 Daily:''' Baleful Gaze of the Basilisk can be used by a Gun Mage '''Split Strike''' Gun Mage: The target is restrained (Save Ends) '''Maelstrom: L19 Daily:''' Standard action: The sorceror gets to make a ranged basic pistol attack against every enemy in short range. Note: Caine's Feat Warcaster Armour bumps this to long range... Also note that if shocker is one of your basics, you can use the range of that - and that this power combines with Long Shot. '''L23 Encounter''' '''Chaos Orbs:''' Gun Mage: Cha vs Fort, force damage. If the gun mage fires both orbs at the same target, they each do 2d8 damage - and if both hit, the target is dazed (save ends) '''Chain Shot:''' As Iron Chains with the guns firing a mini bolas. '''Overpower: L29 Daily:''' Standard Action: You may make ranged basic attacks until you miss. Like other such powers, this has a normal maximum of five attacks against one target. Warcaster Armour increases this maximum to 10. Each target defeated by this power explodes as a burst 2, doing the same damage as your basic attack. Note: Caine's Epic Feat
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