By creating physical manifestations of magic, a spellshot learns to fire spells as if they were bullets in and of themselves.
Proficiencies
Spellshots are proficient with simple weapons, all firearms, and light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
Casting
The spellshot may combine spheres and talents to create magical effects. The spellshot is considered a Low-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
This replaces the grit class feature.
Spell Pool
At 1st level, the spellshot gains a small reservoir of magical energy she can use to create truly wondrous effects, called a spell pool. This pool contains a number of points equal to her level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest. The spellshot may spend spell points as though they were grit points when using any of her deeds or other abilities (such as feats) that require grit. For the purpose of feat requirements, the spellshot satisfies the requirements as if she were a grit or panache user.
Blended Training
A spellshot gains a combat or magic talent every time she gains a class level. A spellshot uses their casting ability modifier as their practitioner modifier.
This replaces gun training 1, 2, 3, and 4 and bonus feats.
Magical Firearm Tinkerer
A spellshot is a magical engineer who has mastered the fusion of technology and magic.
At 1st level, they gain the Gunsmithing feat and a battered firearm as normal, but they additionally form a magical bond with their firearm. They may modify their firearm as if they possessed all item creation feats (such as by enhancing it, or adding weapon special abilities) using their spellshot levels in place of their caster level, and they become capable of channeling their sphere effects through the firearm, detailed below. The bonded firearm is never destroyed due to a misfire, although its misfire range can never be reduced below 1.
The bonded firearm serves as both a weapon and a magical implement. As part of casting any sphere effect that requires a ranged touch attack or affects a burst-, cone- or line-shaped area, the spellshot can channel the magic through her bonded firearm if it is currently in hand. Channeling the magic through her firearm grants the sphere effect an enhancement bonus equal to the firearm’s enhancement bonus to the caster level of the sphere effect (up to a maximum of +1, increasing by 1 at 5th level and every four levels thereafter). This only affects the sphere effect cast through the firearm, not other sphere effects potentially modifying it (such as dual-sphere feats or (amp) effects). The firearm may have implement special abilities applied to it as well as weapon special abilities.
The firearm does not have a specific affiliated sphere for the purpose of any implements that require one to be applied, but otherwise functions as normal. If the implement special ability alters sphere effects cast, they only alter sphere effects channeled through the firearm.
If the spellshot has any strike talents, she may channel them through her firearm as normal, and doing so causes the sphere effect to deal x3 damage on a successful critical hit. Using this ability is particularly dangerous, and if any attack rolls related to the sphere effect are a natural 1, or any saving throws are a natural 20, the bonded firearm misfires. If the spellshot’s firearm has the broken condition when being used to channel a sphere effect, that sphere effect suffers a -2 penalty to the caster level. This penalty cannot reduce the sphere effect’s caster level below 1.
The spellshot can change her bonded weapon as part of an 8 hour ritual if her bonded weapon is ever lost or destroyed.
This alters gunsmith.
Theory of Maximized Risk
At 1st level, the spellshot must select the Mana sphere as their first talent, as well as the Incongruent drawback, picking any one (amp) talent of her choice as the talent chosen from the drawback. If she already possesses the Mana sphere, she instead gains one (amp) talent as a bonus talent and no drawback. If she has a drawback preventing the use of (amp) talents, she buys it off instead. The spellshot uses her class levels in place of her Mana sphere caster level when utilizing (amp) talents, stacking with other sources normally.
When the spellshot fires an amplified sphere effect through her firearm, she gains a +1 competence bonus to her caster level with that sphere effect for every (amp) used in the sphere effect.
At 11th level, when applying an (amp) effect to a sphere effect channeled through her bonded firearm, she may spend a spell point to apply two (amp) effects instead of just one. This bypasses the normal rule for how many (amp) effects can apply to one sphere effect. This causes her firearm to automatically misfire if all creatures affected by the sphere effect succeed at their saving throws, or she misses on all attack rolls as part of the sphere effect.
At 19th level, she may instead apply three (amp) effects by spending two additional spell points. This causes her firearm to automatically misfire after resolving the attack and sphere effect.
This replaces nimble.
True Spellshot
The spellshot gains a bonus talent at 1st level, although this bonus talent may only be used to select a strike talent from a sphere she already possesses. She may change this talent to a different strike talent each time she gains a new spellshot level.
Jampacked Arcane Rifling
The spellshot gains access to the Packed Spell (amp) at 1st level, the Chockablock Spell (amp) at 11th level, and the Hellfire Spell (amp) at 19th level:
- Packed Spell (amp): You may amplify a sphere effect that uses a strike talent using a firearm. The misfire range of the firearm is reduced by 1 (minimum 0) and the range increment of the firearm is increased by 50% while making attacks as part of the amplified sphere effect. This amp is gained at 1st level.
- Chockablock Spell (amp): You may amplify a sphere effect that uses a strike talent using a firearm by spending a spell point. The firearm’s misfire range increases by 2, and in addition to the sphere effect the firearm shoots out a line, covering all squares in the direction of the target of the amplified sphere effect, with a range equal to the firearm’s range increment. All creatures the affected squares suffer fire damage equal to 2 per die of damage rolled as part of the amplified sphere effect. A Reflex save against your Mana sphere DC negates this extra damage.
- Hellfire Spell (amp): You may amplify a sphere effect that uses a strike talent using a firearm. For each spell point used in any (amp) talents as part of the amplified sphere effect, as well as for each spell point used on the sphere effect itself, the firearm deals an additional 1d12 damage. Half of this damage is dealt to the spherecaster that created the sphere effect.
This replaces the gunslinger’s dodge deed, the bleeding wounds deed and the death’s shot deed.
Spellshot’s Deeds
The spellshot knows an array of magical tricks and techniques to enhance their use of firearms. A spellshot may select any of the following deeds to learn upon reaching the class level listed in the deed’s description. This replaces the specific listed deed that would be gained at that level.
Additionally, the spellshot revels in her success; after reducing a creature with Hit Dice greater than or equal to half of her spellshot levels to 0 or fewer hit points, or confirming a critical hit on such a creature, the next deed she utilizes costs 1 less spell point.
Elemental Bullets
The spellshot can spend a spell point to infuse her firearm for 10 minutes per class level as a swift action. This causes her ranged attacks with her bonded firearm to deal additional damage equal to her casting ability modifier. Additionally, when infusing her firearm, she may choose acid, cold, electricity or fire. The bonus damage dealt by this ability is changed to that energy type. This does not stack with other abilities that would add her casting ability modifier to damage such as the Primal Blast feat.
This replaces the quick clear deed at 1st level.
Thermoarcanic Powder
As long as the spellshot has at least 1 spell point, they may magically manifest ammunition as they reload their weapon, requiring no physical ammunition to reload and treating all of her firearm attacks as magical.
This ammunition can only be utilized by the spellshot’s bonded firearm. Additionally, the spellshot may spend 1 spell point to enhance their bonded firearm for 10 minutes per spellshot level as a standard action, granting it a +1 enhancement bonus, increasing by 1 at 5th level and every four levels thereafter. If the spellshot possesses the Deep Enhancement talent, the duration increases to 1 hour per spellshot level.
This replaces the deadeye deed at 1st level.
Illusory Rifling
The spellshot can spend a spell point as a swift action to quickly feign attacking a creature with illusory bullets. This causes her target to be treated as if the spellshot successfully feinted them, unless they succeed at a Will save (DC equal to 10 + 1/2 the spellshot’s level + her casting ability modifier). If the creature possesses any ability that allows them to deflect or negate a ranged attack (such as Deflect Arrows), they automatically use that ability on the illusory bullet, wasting it.
This replaces the utility shot deed at 3rd level.
Infused Magnetism
The spellshot can spend a spell point as part of making a firearm attack to magnetize her bullet. If the creature is wearing metal armor or is largely composed of metal, she gains a +2 competence bonus on the attack. If the attack strikes, the magnetized bullet lodges within the creature until removed. Any attacks made with metal-tipped weapons or firearms against that creature gain a +2 competence bonus to the attack roll as long as the bullet is still lodged. Removing the bullet requires a standard action and a DC 15 Heal check. The bonus provided by this deed increases by 1 at 7th level and every 4 levels thereafter.
This replaces the pistol-whip deed at 3rd level.
Supernatural Sniping
If the spellshot possesses the Sniper sphere, she may spend a spell point as part of utilizing a sphere effect with a strike talent to treat that attack as a deadly shot, treating the sphere effect as if it were a (snipe) talent. If the spellshot has the Spell Attack feat, she may utilize this deed without spending a spell point.
This replaces the deadshot deed at 7th level.
Temporal Flux
The spellshot can spend 1 spell point as a free action to greatly increase the speed of which she reloads her firearm for 10 minutes per spellshot level. During this time, she reduces the time it takes to reload a one-handed or two-handed firearm to a swift action. If she possesses the Expert Reloading talent, she instead reduces the time it takes to reload a one-handed or two-handed firearm to a free action.
This replaces the targeting deed at 7th level.
Dimensional Gait
Once per turn after successfully striking a creature with a firearm attack, if the spellshot has at least 1 spell point remaining, she may choose to shift herself directly towards or away from her target, teleporting up to 10 feet away or towards them. She may spend a spell point as part of this teleport to increase the distance to 30 feet. She may not teleport to a location she cannot see unless she possesses the Unseeing Teleport talent from the Warp sphere.
This replaces the expert loading deed at 11th level.
Vigorous Aiming
The spellshot can spend a spell point as a standard action to infuse her firearm for a number of rounds equal to her spellshot level. This causes her bullets to invigorate her as she lands attacks. Each time the spellshot successfully strikes a creature with Hit Dice equal to or greater than her spellshot levels with a firearm attack, she heals for 2d6 hit points. She may redirect this healing to a willing creature within 30 feet of herself. If the firearm attack was an attack action, she instead heals for 4d6 hit points.
This replaces the evasive deed at 15th level.
Retribution
By stealing the lifeforce of a fallen enemy, the spellshot can revive her fallen allies. When landing the killing blow on an enemy, the spellshot may spend three spell points to drain that creature’s life force. The creature is allowed a Fortitude save (DC equal to 10 + 1/2 the spellshot’s level + her casting ability modifier) to resist this, otherwise the creature’s soul is used to fuel the life of another. The spellshot may then choose for a single living creature within her first range increment to be healed for 1d8 hit points per Hit Dice of the slain creature. She may also target the corpse of an ally that has been slain in the past 10 minutes, bringing them back to life as per the Resurrection advanced talent of the Life sphere.
The fallen ally must have Hit Dice equal to or less than the soul used to revive it, otherwise the revival attempt fails.
This replaces the cheat death deed at 19th level.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book









