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Gun Mage Powers
Gun Mage spells are the result of a powerful streak of sorcery attuned to their magical firearms. With these powers they can unleash a variety of harmful effects.

  • Class Powers
  • Level 1 At Will
  • Level 1 Encounter
  • Level 1 Daily
  • Level 2 Utility
  • Level 3 Encounter
  • Level 5 Daily
  • Level 6 Utility
  • Level 7 Encounter
  • Level 9 Daily
  • Level 10 Utility
  • Level 13 Encounter
  • Level 15 Daily
  • Level 16 Utility
  • Level 17 Encounter
  • Level 19 Daily
  • Level 22 Utility
  • Level 23 Encounter
  • Level 25 Daily
  • Level 27 Encounter
  • Level 29 Daily
  • Level 6 Rune Bullet
  • Level 11 Rune Bullet
  • Level 16 Rune Bullet
  • Level 21 Rune Bullet
  • Level 26 Rune Bullet
Cast Rune Bullet
You load a meticulously prepared rune-cast bullet and imbue it with a spell.
Encounter * Arcane, Weapon
Special: You can use this power twice per encounter, but only once per round. At 16th level you can use this power three times per encounter.
Minor Action    Personal
Requirement: You must be wielding a gun loaded with a rune bullet.
Effect: Make an Arcana check. The result of the check determines the effectiveness of the rune bullet, as per the rune bullet's entry. On your next ranged attack that has the Weapon keyword you make with this gun, apply the effect of the loaded rune bullet to the initial target on a hit.
Special: If you do not have a free hand, you take a -4 penalty to the Arcana check to cast the bullet.
Rune Bullets

Rune bullets are akin to instant rituals. You use the Cast Rune Bullet power and make an Arcana check on a specific rune bullet. Looking to the individual rune bullet entry, determine the effect. If you roll lower than the minimum required Arcana check, there is no effect for the bullet, and the use of Cast Rune Bullet that encounter is wasted.

Each rune bullet entry lists special requirements for both casting the rune, and for etching the rune. All rune bullets require some gunsmithing tools to etch. For any additional information on making rune bullets see the Craft Rune Bullet ritual.

At level 1, all gun mages learn Arcane Bullet. At each available level thereafter (6, 11, 16, 22, 26) you may choose to learn how to etch one additional rune bullet. The other bullets are listed on the left at the end of the powers.

Arcane Bullet
Etch: 2gp of gold shavings
Cast: No special requirements.
Arcana Check Effect
15 +1d12 Force Damage
25 +2d12 Force Damage
30 +3d12 Force Damage
35 +4d12 Force Damage

Blaze
You imbue a burning heat in the core of your bullet.
At-Will * Arcane, Fire, Weapon
Standard Action   Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + 1d6 + Dexterity modifier fire damage.
Increase the damage to 2[W] + 2d6 + Dexterity modifier
at 21
st level.


Force Bolt
A fire a shot of nothing but pure force, making you take a step back, but taking your foe even farther.
At-Will * Arcane, Force, Implement
Standard Action   Ranged Weapon
Target: One creature
Attack: Charisma vs AC; you are pushed 1 square away from the target as part of this attack.. This movement provokes opportunity attacks.
Hit: 1d10 + Charisma modifier force damage, and the target is pushed 2 squares. On a cirtical hit, the target is also knocked prone.
Increase the damage to 2d10 + Charisma modifier
at 21
st level.
Special: This power can be used as a ranged basic attack.

Scorching Ray
A torrent of fire bursts forth and burns through each enemy in its path.
At-Will * Arcane, Fire, Implement
Standard Action    Close Line 5
Target: Each creature in line
Attack: Charisma vs Reflex
Hit: 2d4 + Charisma modifier fire damage.
Increase the damage to 4d4 + Charisma modifier at 11th level.


Guided Shot
You fire your gun, and concentrate on the bullet, magically guiding it toward its target.
At-Will * Arcane, Weapon
Standard and Move Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity +2 vs AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier damage at 21st level.

Smoke Shot
Using a short incantation you cause your gunpowder to create far more smoke than it should.
At-Will * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] damage.
Effect: The square you are standing in grants concealment until the end of your next turn.

Corrosive Shot
Your bullet cuts into your foe while releasing a poisonous cloud of acid.
Encounter * Arcane, Weapon, Acid
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. Make secondary attack.
Secondary Targets: Each creature within two squares of the primary target.
Secondary Attack: Charisma vs Reflex
Hit:1d8 + Charisma modifier acid damage.

Ice in the Bones
You fire a nearly invisible ray of freezing energy, and your foes find their reflexes unresponsive.
Encounter * Arcane, Ice, Implement
Standard Action    Close Blast 3
Target: Each creature in blast
Attack: Charisma vs Reflex
Hit: 2d6 + Charisma modifier damage and the target may not make opportunity attacks (save ends).


Slam Shot
A jolt of electricity follows your bullet to its target, pushing your foe back from the force of the bolt.
Encounter * Arcane, Weapon, Force
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier force damage, and push the target three squares.

Stealth Shot
With a simple gesture near the mouth of your gun's barrel you fire a shot and no sound is heard.
Encounter * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
Effect: All squares adjacent to you and the target can make no sound until the end of your turn. In addition, if you use this attack while hidden you remain hidden.



Jolt
You fire a shot laced in electrical energy, and through the slighted concentration the bullet holds the charge.
Daily * Arcane, Weapon, Lightning
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and the target takes 1d8 lightning damage.
Sustain Minor: When you sustain this power, make a secondary attack.
Secondary Target: Same as primary target
Secondary Attack: Charisma vs Fortitude
Hit: 1d8 lightning damage.
Miss: Half damage and you cannot sustain the power.

Shadowed Shot
You fire two shots, but mask the sound and sight of the second.
Daily * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] damage. Gain a +2 bonus to attack on the secondary attack.
Effect: Make a secondary attack.
Secondary Target: Same as primary target
Secondary Attack: Charisma vs Reflex
Hit: 3[W] + Charisma modifier damage.
Miss: Half damage.


Surrounding Flames
As your bullet strikes you cast a spell, and, as if in a pool of flaming oil, the ground catches fire at his feet.
Daily * Arcane, Weapon, Fire, Zone
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.
Effect: All squares adjacent to the target catch fire. Any creature that starts its turn in the zone, or any creature that moves through the zone, takes 1d8 + Charisma modifier fire damage. The fire dissipates at the end of your next turn.
Sustain Minor: The zone persists until the end of your next turn.

Wounding Shot
As your shot breaks into your foe's body, sharp razors form into the sides of the metal, ripping open flesh.
Daily * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Charisma modifier damage and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.

Arcane Loading
You cast a spell and magical force reloads each barrel of the gun while you concentrate on other things.
Encounter * Arcane
Move Action    Personal
Requirement: You must be wielding a firearm.
Effect: Your gun floats a few inches from your body, and all of the required mechanisms to reload the gun begin to work themselves. You must have the ammunition available to reload, and the reload takes as long as it would take you to do so yourself while allowing you to take other actions. The gun floats with you inside your square as long as you sustain the spell.
Sustain Minor: The spell continues until the end of your next turn or the gun is reloaded.

Arcane Counter
At the last moment you notice a foe's magic about to overtake you, and you throw up a last minute defense.
Encounter * Arcane
Immediate Interrupt    Personal
Trigger: You are hit by a power with the Arcane keyword.
Effect: You gain a +5 power bonus to all defenses against that spell and its effects.

Magelock Bond: Focus
While you hold your magelock combat seems as natural as breathing and so the flow of combat does not distract your attention from the subtler things.
At-Will * Arcane, Weapon
No Action    Personal
Requirement: You must be wielding a bonded magelock weapon
Special: This power is not activated and cannot be deactivated. As long as the requirement is met this power is in effect.
Effect: You gain a +3 bonus to perception checks.


Bounce Shot
Surrounding the bullet in electric energy you make it ricochet until it reaches the intended target.
Encounter * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature within range
Special: When making this attack ignore any bonus the target receives for cover, including complete cover. In addition you do not need line of effect to the target to use this power.
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage.

Chill Touch
One of your foes gets too close and your touch freezes the moisture on your foes' skin.
Encounter * Arcane, Ice, Implement
Move Action    Melee Touch
Target: One creature
Attack: Charisma vs Fortitude
Hit: 1d8 + Charisma modifier damage. In addition, the target is immobilized and cannot make opportunity attacks(save ends both).


Momentum Shot
You cast a spell and the whole world seems to slow down just long enough for your next shot.
Encounter * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC; ignore range penalties for this attack
Hit: 1[W] + Dexterity modifier damage. Increase the damage by 1 [W] + Charisma modifier damage if the target is more than 5 squares away.

Steam Geyser
A gout of hot steam rushes from the barrel of your gun, and your foes reel from the intense pain.
Encounter * Arcane, Fire, Implement
Standard Action    Close Blast 3
Target: All creatures in blast
Attack: Charisma vs Fortitude
Hit: 1d10 + Charisma modifier fire damage and the target takes a penalty on its attack rolls equal to your Charisma modifier until the end of your next turn.


Arcane Mark
A blast of arcane energy weakens your foe to your attacks.
Daily * Arcane, Force, Implement
Standard Action    Range 10
Target: One creature
Attack: Charisma vs Will
Hit: 2d6 + Charisma modifier force damage, and the target gains vulnerability 5 + Charisma modifier to your damage (save ends).

Icy Blood
Your foe is frozen in place by icy magic coursing through his blood, and freezing the ground at his feet.
Daily * Arcane, Ice, Weapon, Zone
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Charisma vs Fortitude
Hit: 2[W] + Dexterity modifier damage and the target is slowed until the end of your next turn.
Effect: An ice patch covers the ground as a zone in burst 3 around the target for the rest of the encounter. This patch is difficult terrain and any creature who moves over more than two squares of the zone in one round immediately falls prone.


Stand Your Ground
You stand tall, heroically firing your weapon against oncoming foes.
Daily * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.
Effect: Your weapon is treated as having the Brutal 2 weapon property for this attack, and all weapon attacks until the end of your next turn.
Sustain Minor: The effect continues. If anything moves you from your current square, you may no longer sustain this power.

True Strike
You take time, concentrate, focus your spell on a single foe and fire your gun.
Daily * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Special: Gain a bonus to the attack roll equal to your Intelligence modifier.
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.


Concentration
You focus arcane energy on a single opponent, and your next bullet flies naturally toward the target.
Encounter * Arcane, Weapon
Standard Action    Personal
Target: One creature
Effect: On your next turn you gain a bonus to all ranged attack rolls against the target equal to your Charisma modifier.

Disciplined Arcanist
With practice you have learned to expect good results.
Encounter * Arcane
Immediate Reaction    Personal
Trigger: You roll an Arcana check to determine the power of a rune bullet attack and dislike the result
Effect: You reroll the result. You must take the second result even if it is worse.


Magelock Bond: Faith
With your magelock in hand you know you will not falter.
At-Will * Arcane, Weapon
No Action    Personal
Requirement: You must be wielding a bonded magelock weapon
Special: This power is not activated and cannot be deactivated. As long as the requirement is met this power is in effect.
Effect: While holding your magelock you gain a bonus equal to your Charisma modifier to your Will defense against fear effects. In addition, if you are afflicted with a fear effect that allows a save, you gain a bonus equal to your Charisma modifier on saving throws to end the effect.

Quick Loading
With concentration you magically manipulate your gun to reload much more quickly.
Encounter * Arcane
Minor Action    Personal
Requirement: You must be wielding a firearm
Effect: You load one barrel of the gun you are holding, no matter the normal reload time.


Hale
You freeze the water from the air and create clusters of ice that you fire into your foes.
Encounter * Arcane, Ice, Implement
Standard Action    Ranged 10
Target: One or two creatures
Attack: Dexterity vs AC; two attacks
Hit: 2d6 + Charisma modifier + Dexterity modifier damage and the target is knocked back one square.

Painless Death
Your bullet causes no pain when it hits your foe, but as soon as he moves the wound rips open.
Encounter * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. The next time the target moves for any reason it takes 1d10 + Charisma modifier damage, and is dazed until the end of your next turn.


Powder Burst
Your weapon sprays powder as your fire your bullet, and with a snap of your fingers it explodes.
Encounter * Arcane, Fire, Weapon
Standard Action    Ranged Weapon
Requirement: You must wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
Secondary Targets: All creatures in Close Blast 3
Secondary Attack: Charisma vs Reflex; this attack does not provoke opportunity attacks
Hit: 2d6 + Charisma modifier fire damage.

Shocking Grasp
You reach out your hand ,wreathed in electricity, and the energy shocks your foe's body.
Encounter * Arcane, Implement, Lightning
Move Action    Melee Touch
Target: One creature
Attack: Charisma vs Reflex
Hit: 2d6 + Charisma modifier damage. In addition the target is weakened and cannot make opportunity attacks until the end of your next turn.


Acid Rain
Acidic gas follows your shot, billowing out as it strikes.
Daily * Arcane, Weapon, Acid
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.
Secondary Targets: All creatures within two squares of the initial target, and the initial target.
Secondary Attack: Charisma vs Reflex
Hit: 5 + Charisma modifier ongoing acid damage (save ends).
Miss: 5 + Charisma modifier acid damage.

Crushing Shot
As your shot flies through the air it grows heavier and increases density so that it shatters bone on impact.
Daily * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 4[W] + Dexterity modifier damage.



Lightning Tether
Electricity arcs and wraps around your enemy searing his flesh and holding a connection that lets you toss him around as if he were weightless.
Daily * Arcane, Implement, Lightning
Standard Action    Range 10
Target: One creature
Attack: Charisma vs Reflex
Hit: 1d8 + Charisma modifier lightning damage.
Effect: You may shift the target 5 squares in one direction. If the target hits any obstacles in this forced movement it and the obstacle take 1d8 + your Charisma modifier in damage and the movement stops there. The target is slowed as long as you are able to sustain this power.
Sustain Standard: Make a Charisma vs Fortitude attack against the target. If you are successful, you may repeat the attack. If you miss, you may not attempt to sustain the power again.

Ricochet Shot
You fire a bullet, and magically control its movement for a few moments.
Daily * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage.
Secondary Target: One creature in range other than the primary target.
Secondary Attack: Charisma vs Reflex
Hit: 2[W] + Charisma modifier damage
Tertiary Target: One creature in range other than the secondary target
Tertiary Attack: Charisma vs Reflex
Hit: 1[W] + Charisma modifier damage
Miss: Half damage on each missed attack.


Flash
You create a quick flash of light and teleport to a different location on the battlefield.
Encounter * Arcane, Teleportation
Move Action    Personal
Effect: You teleport a number of squares equal to your Charisma modifier, and gain a +2 on any attack roll made against foes who were adjacent to you when you used this power until the end of this turn.

Magelock Bond:One Power
Your connection to your weapon fuels your confidence, and frightens your enemies.
At-Will * Arcane, Weapon
No Action    Personal
Requirement: You must be wielding a bonded magelock weapon
Special: This power is not activated and cannot be deactivated. As long as the requirement is met this power is in effect.
Effect: You gain a bonus on Diplomacy and Intimidation checks equal to your gun's enhancement bonus.


Reserve Power
You hold back a part of your power as you fire your weapon, knowing the attack will miss.
Daily * Arcane
Immediate Reaction    Personal
Trigger: You miss with a rune bullet enhanced attack
Effect: You do not expend a use of Cast Rune Bullet.

Shimmer
The air around you waves and blurs like a distant stretch of desert.
Daily * Arcane, Zone
Move Action    Close Burst 2
Effect: You create a zone that remains centered on you until the end of your next turn. While in the zone, all creatures gain concealment.
Sustain Minor: The effect continues until the end of your next turn.


Baleful Bullet
You focus dark energy on your bullet, and its energy weighs on your foe's soul.
Encounter * Arcane, Necrotic, Weapon
Standard Action    Ranged Weapon
Target: One creature
Attack: Dexterity vs AC; you take 10 damage.
Hit: 2[W] + Dexterity modifier necrotic damage, and the target is weakened (save ends).

Bolt
You fire a powerful bolt of lightning, arcing through everything before you.
Encounter * Arcane, Implement, Lightning
Standard Action    Close Line 10
Requirement: You must be wielding a firearm
Target: All creatures in line
Attack: Charisma vs Reflex
Hit: 4d6 + Charisma modifier lightning damage, and you are pushed back one square. This movement provokes opportunity attacks.


Duelist's Revenge
You can levy impressive speed to strike your foes, even when they think they have the upper hand.
Encounter * Arcane, Weapon, Teleportation
Immediate Reaction    Range 10
Requirement: You must be wielding a firearm.
Trigger: An enemy in range attacks you
Effect: You teleport to a square adjacent to the target.
Target: The triggering creature
Attack: Dexterity +2 vs Reflex; this attack does not provoke opportunity attacks
Hit: 2[W] + Dexterity modifier damage. In addition the target is pushed 2 squares and falls prone.

Ember Shot
You cast a spell on your gun itself, and your bullets catch fire as they leave the barrel.
Encounter * Arcane, Fire
Minor Action    Personal
Requirement: You must be wielding a firearm
Effect: You imbue your weapon so that any bullets fired from it before the end of your next turn deal an additional 1d10 fire damage on a successful hit.


Detonator
Your bullet explodes when it hits its target.
Daily * Arcane, Fire, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage
Secondary Targets: The primary target and all creatures within 3 squares
Secondary Attack: Charisma vs Reflex
Hit: 4d6 + Charisma modifier Fire damage.
Miss: Half damage

Flash Fire
An extremely bright flash of arcane light blinds and burns your foes.
Daily * Arcane, Implement, Radiant
Standard Action    Close Blast 3
Target: All creatures in blast
Attack: Charisma vs Fortitude
Hit: 3d6 + Charisma modifier radiant damage, and the target is blind until the end of your next turn.
Miss: Half damage and the target is dazed until the end of your next turn.


Shockwave
A burst of thunder accompanies your shot, knocking your foes back.
Daily * Arcane, Thunder, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier + Charisma modifier damage. Make secondary attack.
Miss: Make secondary attack
Secondary Target: All adjacent creatures
Secondary Attack: Charisma vs Fortitude
Hit: 2d10 + Charisma modifier damage and the targets are pushed back a number of squares equal to 5 + your Charisma modifier. This movement provokes attacks of opportunity.
Miss: The targets are pushed back three squares.

Snipe Shot
You take aim, carefully study your target's actions and fire a devastating shot.
Daily * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity +4 vs AC
Hit: 4[W] + Dexterity modifier damage.
Miss: Half damage


Elemental Reflection
As an elemental spell comes careening toward you you send it flying back to its originator.
Daily * Arcane
Immediate Reaction    Personal
Trigger: A foe hits you with a spell that has the Cold, Fire, Lightning, or Thunder keyword.
Effect: You take half damage from the spell, and the foe who fired the spell takes half damage.

Load Rune Bullet
It is an easy and natural process to load one of your own rune bullets.
Encounter * Arcane, Weapon
Free Action    Personal
Requirement: You must be wielding a gun
Effect: You load one barrel of your gun with a rune bullet.


Magelock Bond: Arcane Link
Your strong connection to such a powerful magic item has strengthened your connection to the arcane.
At-Will * Arcane, Weapon
No Action    Personal
Requirement: You must be wielding a bonded magelock weapon
Special: This power is not activated and cannot be deactivated. As long as the requirement is met this power is in effect.
Effect: You gain a +2 bonus on Arcana checks.

Swift Combatant
Quick feet and a steady mind are among the reasons you have survived through every fight.
Daily * Arcane, Stance
Minor Action    Personal
Effect: You can shift 3 squares as a move action.


Burn-Off
Your touch burns your foe's flesh, and if it chooses to test you, you find it simple to repeat the effect.
Encounter * Arcane, Implement, Fire
Move Action    Melee Touch
Target: One creature
Attack: Charisma vs Reflex
Hit: 2d10 + Charisma modifier fire damage.
Special: If the target is still adjacent to you at the start of your next turn, you may repeat this attack.

Electrical Arc
As your bullet hits, electricity instantly arcs to your foes around the target.
Encounter * Arcane, Lightning, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Charisma +2 vs Reflex
Hit: 2[W] + Charisma modifier damage
Secondary Target: One creature within 5 squares of the initial target
Secondary Attack: Charisma vs Reflex
Hit: 3d8 + Charisma modifier lightning damage
Tertiary Target: One creature within 5 squares of the secondary target
Tertiary Attack: Charisma -2 vs Reflex
Hit: 3d8 + Charisma modifier lightning damage.


Reaper's Shot
A touch of necromantic energy graces your shot, and its power is overwhelming.
Encounter * Arcane, Fear, Necrotic, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier necrotic damage and the target is frightened (save ends). While frightened the target will only target you with an attack if there are no other available targets.

Thundering Blast
A deafening burst of sound blasts forth as you attack.
Encounter * Arcane, Implement, Thunder
Standard Action    Close Blast 5
Target: Each creature in blast
Attack: Charisma vs Fortitude
Hit: 2d8 + Charisma modifier thunder damage. In addition, the target is pushed 3 squares and is knocked prone.


Electrocute
You imbue electrical energy into your bullet and it releases a terrible shock as it strikes your foe.
Daily * Arcane, Weapon, Lightning
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity +2 vs AC
Hit: 3[W] + Dexterity modifier + 3d8 + Charisma modifier lightning damage.

Freezing Gale
You fire a blast of wind cold enough to freeze and strong as a hurricane.
Daily * Arcane, Cold, Implement
Standard Action    Close Blast 3
Target: All creatures in blast
Attack: Charisma vs Fortitude
Hit: 3d6 + Charisma modifier damage and the target is immobilized until the end of your next turn.
Miss: Half damage and the target is slowed until the end of your next turn.
Sustain Standard: You repeat the attack.


White Heat
You heat a bullet to such a high temperature that it burns straight through your enemies.
Daily * Arcane, Weapon, Fire
Standard Action    Close Line 20
Requirement: You must be wielding a firearm
Target: All creatures in line
Attack: Dexterity vs AC
Hit: 3[W] + Charisma modifier fire damage.


Elemental Absorption
You throw up a magical defense as your foe's attack hits you and you soak up the energy in some way.
Daily * Arcane, Healing
Immediate Reaction    Personal
Trigger: An enemy hits you with an effect that contains the keywords Fire, Cold, Lightning or Thunder
Effect: Make a saving throw. Upon success the attack deals no damage and you are healed by an amount equal to half the damage it would have dealt. Upon a failure you gain resistance 10 to the element that hit you for the rest of the encounter.

Magelock Bond: Soulbound
Through your deep connection to your weapon you are constantly aware of its state and location.
At-Will * Arcane, Permanent
No Action    Personal
Requirement: You must be wielding a bonded magelock pistol
Special: This power is not activated and cannot be deactivated. As long as the requirement is met this power is in effect.
Effect: You gain resist force 5 + your weapon's enhancement bonus.


Master Arcanist
You focus your attention on casting a rune bullet, and the results speak for themselves.
Daily * Arcane
Move Action    Personal
Requirement: You must be wielding a magelock pistol loaded with a rune bullet
Effect: Your next use of Cast Rune Bullet uses the highest Arcana check result possible for the rune bullet you have loaded.

Speed of Thought
You instantly transport yourself behind your foes, taking advantage of their surprise.
Daily * Arcane, Teleportation
Free Action    Personal
Effect: You teleport a number of squares equal to your Charisma modifier. You gain combat advantage against all foes until the end of your next turn.


Barbed Shot
You cast a spell on your gun and the bullet grows short barbs when hits your foe.
Encounter * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage and the target is slowed (save ends).

Concussive Wave
You cast a spell that fills the air with a poisonous mist, and the foe makes your foe's every movement ache.
Encounter * Arcane, Force, Implement
Standard Action    Close Blast 3
Target: All creatures in blast
Attack: Charisma vs Fortitude
Hit: 3d8 + Charisma modifier force damage and the target is dazed (save ends).
Miss: Half damage


Smoldering Combustion
With a simple touch you cause your foe's armor to burst into flames, cooking him from the inside.
Encounter * Arcane, Fire, Implement
Move Action    Melee Touch
Target: One creature wearing armor
Attack: Charisma vs Reflex
Hit: The target's armor catches on fire, causing the target to take ongoing damage equal to 10 + your Charisma modifier (save ends), and reducing its defenses by an amount equal to your Charisma modifier (save ends).

Static Discharge
You charge a shot with immense electrical energy, and each foe is shocked that the bullet even comes near to.
Encounter * Arcane, Lightning, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Effect: Make a Charisma vs Fortitude attack against each creature the bullet passes within two squares of on its way to the target. On a hit, the target takes 5 + your Charisma modifier lightning damage.
Hit: 2[W] + Dexterity modifier lightning damage.


Electricity Field
Electric energy covers the ground around your foe as the bullet lodges deep in its chest.
Daily * Arcane, Lightning, Weapon, Zone
Standard Action    Ranged Weapon
Target: One creature
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier lightning damage.
Effect: Make a secondary attack.
Secondary Target: Each creature within 3 squares of the initial target, and the initial target.
Secondary Attack: Charisma vs Reflex
Hit: 5d6 + Charisma modifier lightning damage.

Freeze Solid
You fire a solid shot of ice, and it to explodes in a burst of freezing air when it breaks.
Daily * Arcane, Cold, Implement
Standard Action    Area Burst 2 with weapon range
Target: Each creature in burst
Attack: Charisma vs Fortitude
Hit: 2d8 + Charisma modifier cold damage and the target is stunned (save ends). If the target fails its first saving throw it is instead stunned and helpless (save ends).
Aftereffect: The target is dazed (save ends).
Miss: Half damage and the target is dazed (save ends).


Erupting Shot
As if propelled, a line of fire follows your bullet, splashing onto the ground it passes over.
Daily * Arcane, Fire, Weapon
Standard Action    Ranged Weapon
Target: One creature
Attack: Dexterity vs Reflex
Hit: 3[W] + 2d8 + Dexterity modifier fire damage, and the target is pushed 3 squares.
Effect: Each square the bullet passes over on its path to the target becomes a wall of fire. Any creature starting its turn adjacent to the wall takes 2d8 + Charisma modifier fire damage. Any creature that moves through the wall or begins its turn there takes 10 ongoing fire damage (save ends). The wall lasts until the end of your next turn.
Sustain Move: The effect lasts until the end of your next turn.

Winds of Fate
You push foes away and surround yourself in a powerful vortex of wind that directs your attacks while deflecting your enemies'.
Daily * Arcane, Force, Implement, Zone
Minor Action    Close Burst 1
Target: Each creature in burst
Attack: Charisma vs Fortitude
Hit: 1d10 + Charisma modifier force damage, and is pushed 1 square.
Effect: The burst creates a zone centered on you until the end of your next turn. You gain a +2 to ranged attack rolls while within the zone, and enemy creatures take a -2 penalty on ranged attack rolls against you. If a creature moves into or starts its turn in the zone you may repeat the attack.
Sustain Minor: The effect continues until the end of your next turn.


Arcane Weapon
You toss a handful of bullets in the air before you, and casting a short spell, you cause them to shoot forward as if fired from your gun.
Encounter * Arcane, Implement
Standard Action    Ranged 5
Target: One creature
Attack: Charisma vs AC; four attacks
Hit: 1[W] + Charisma modifier damage per attack.
Special: This attack uses four rounds of ammunition.

Frozen Field
Arcane energy on your bullet causes an aura of cold to follow your target.
Encounter * Arcane, Ice, Weapon, Zone
Standard Action    Ranged Weapon
Target: One creature
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage.
Effect: The bullet creates a zone in burst 2 centered on the target (save ends). While the zone persists, a field of ice remains centered on the foe. The zone is difficult terrain, and any creature moving more than 1 square over the ice falls prone.


Molten Shot
You heat a bullet melting the metal into a molten mass, and it splashes on contact; burning your foe.
Encounter * Arcane, Fire, Weapon
Standard Action    Ranged 10
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs Fortitude
Hit: 4[W] + Charisma modifier fire damage, and the target is weakened (save ends).

Seeking Shot
You fire a shot and control its direction through the air. It rips through each foe before it hits the ground.
Encounter * Arcane, Weapon
Standard Action    Close Burst 5
Requirement: You must be wielding a firearm
Target: All enemy creatures in burst
Attack: Charisma vs AC
Hit: 2[W] + Charisma modifier damage.


Deadly Shrapnel
As your bullet enters a foe's body you activate it, and it shatters, sending shrapnel in all directions.
Daily * Arcane, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC; if this attack hits, the secondary attack automatically hits this target
Hit: 3[W] + Dexterity modifier damage.
Effect: Make a secondary attack
Secondary Targets: Initial target and all creatures within 3 squares of it
Secondary Attack: Charisma vs Reflex
Hit: 3d8 + Charisma modifier damage. In addition, whenever the target makes an attack it takes damage equal to 5 + your charisma modifier as the shrapnel moves through its body (save ends).
Miss: Half damage, and the target takes 5 damage whenever it makes an attack until the end of your next turn.

Dust Explosion
You fill the air with coal-like fumes and make a small spark causing the dust to ignite.
Daily * Arcane, Fire, Implement
Standard Action    Close Burst 10
Requirement: You must be wielding a firearm
Target: All creatures in burst
Attack: Charisma vs Fortitude; you take 2d6 fire damage and fall prone.
Hit: 4d6 + Charisma modifier fire damage and target is pushed back a number of squares equal to your Charisma modifier. If any obstacles (including creatures) are in the path of the target's forced movement, it stops moving and both the obstacle and the target take 1d12 + your Charisma modifier damage.
Miss: Half damage and the target is knocked back 3 squares with the same result if an object blocks the path of the target's forced movement.


Perfect Shot
You line up the shot and focus arcane energy through your mind and muscles to insure the perfect shot.
Daily * Arcane, Weapon
Full Round Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity + 4 vs AC
Hit: 6[W] + Dexterity modifier damage.
Miss: Half damage.

Reverberating Shot
Latent arcane energy remains on your shot, and each time your power draws near to it, it pulses electricity.
Daily * Arcane, Lightning, Weapon
Standard Action    Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 4[W] + 2d8 + Dexterity modifier + Charisma modifier lightning damage.
Effect: Until the end of the encounter whenever you hit the target with an Arcane power, the target takes 2d8 + Charisma modifier lightning damage.
Miss: Half damage.


Amber Evoker Bullet
Etch: 10gp of Amber
Cast: No special requirements.
Arcana Check Effect
15 +1d8 lightning damage, and adjacent creatures take 3 lightning damage
25 +2d8 lightning damage, and adjacent creatures take 5 lightning damage
30 +3d8 lightning damage, and adjacent creatures take 7 lightning damage
35 +4d8 lightning damage, and adjacent creatures take 10 lightning damage


Ruby Evoker Bullet
Etch: 10gp of Ruby
Cast: No special requirements.
Arcana Check Effect
15 +1d8 fire damage, and 3 ongoing fire damage (save ends)
25 +1d8 fire damage, and 3 ongoing fire damage (save ends)
30 +1d8 fire damage, and 3 ongoing fire damage (save ends)
35 +1d8 fire damage, and 3 ongoing fire damage (save ends)


Seeker Bullet
Etch: No special requirements.
Cast: No special requirements.
Arcana Check Effect
15 +1d4 damage, and this attack ignores concealment and cover
20 +2d4 damage, and this attack ignores range penalties
25 +3d4 damage, and this attack ignores insubstantial
30 +4d4 damage, and this attack ignores invisibility, though you still must know which square to target
Special: Higher checks stack the benefits of the lower ones. Thus a 20 Arcana check would make the bullet deal +2d4 damage, and ignore concealment, cover and range penalties.


Blessed Silver Bullet
Etch: 25gp of Blessed Silver
Cast: The target must be undead
Arcana Check Effect
15 +1d12 radiant damage
20 +2d12 radiant damage
25 +3d12 radiant damage
30 +4d12 radiant damage

Lucky Bullet
Etch: 50gp of melted coins
Cast: No special requirements.
Arcana Check Effect
15 Gain a +2 to the attack roll
25 The attack is a critical hit on a natural roll of 18-20
30 Roll twice for the attack roll, and choose the better of the two
35 The attack gains the weapon property “Brutal 2”

Sapphire Evoker Bullet
Etch: 25gp of Sapphire
Cast: No special requirements.
Arcana Check Effect
15 +1d8 cold damage, and the target takes a -1 penalty to AC (save ends)
25 +2d8 cold damage, and the target takes a -2 penalty to AC (save ends)
30 +3d8 cold damage, and the target takes a -3 penalty to AC (save ends)
35 +4d8 cold damage, and the target takes a -4 penalty to AC (save ends)

Diamond Evoker Bullet
Etch: 75gp of Diamond
Cast: No special requirements.
Arcana Check Effect
15 +1d8 thunder damage; adjacent creatures are knocked prone
25 +2d8 thunder damage, creatures within 2 squares are knocked prone
30 +3d8 thunder damage, enemies within 2 squares are knocked prone
35 +4d8 thunder damage, enemies within 2 squares are dazed until the end of your next turn.

Inertial Shock Bullet
Etch: 75gp of Granite
Cast: No special requirements.
Arcana Check Effect
15 +1d8 force damage, and the target is pushed 3 squares.
25 +2d8 force damage, and the target is pushed 5 squares.
30 +3d8 force damage, and the target is pushed 7 squares.
35 +4d8 force damage, and the target is pushed 10 squares.
Special: If the target hits a creature or obstacle before the forced movement is finished, the movement stops and the obstruction takes 2d8 damage.


Shadow Fall Bullet
Etch: 75gp of Onyx
Cast: No special requirements.
Arcana Check Effect
15 +1d8 damage, and the target takes a -1 penalty to attack (save ends)
25 +2d8 damage, and the target takes a -2 penalty to attack (save ends)
30 +3d8 damage, and the target takes a -3 penalty to attack (save ends)
35 +4d8 damage, and the target is blind (save ends)


Death Bullet
Etch: A piece of Necrotite
Cast: Take 2d12 damage when you cast this bullet
Arcana Check Effect
15 +2d12 necrotic damage
25 +3d12 necrotic damage
30 +4d12 necrotic damage
35 +6d12 necrotic damage

Gravity Well Bullet
Etch: 125gp of Quartz
Cast: No special requirements.
Arcana Check Effect
15 +1d8 damage, and shift 1 creature within 5 squares adjacent to target
25 +2d8 damage, and shift 2 creatures within 5 squares adjacent to target
30 +3d8 damage, and shift 3 creatures within 5 squares adjacent to target
35 +4d8 damage, and shift 4 creatures within 5 squares adjacent to target


Momentum Shift Bullet
Etch: 125gp of Gold
Cast: No special requirements.
Arcana Check Effect
15 +1d8 damage, and the target takes a -1 penalty to speed (save ends)
25 +2d8 damage, and the target takes a -2 penalty to speed (save ends)
30 +3d8 damage, and the target takes a -3 penalty to speed (save ends)
35 +4d8 damage, and the target takes a -4 penalty to speed (save ends)
Until the target saves against the effect, you gain a bonus to speed equal to its penalty.


Acid Cloud Bullet
Etch: 200gp of Jade
Cast: No special requirements.
Arcana Check Effect
15 +1d4 damage, and creatures in burst 2 take 3 acid damage (save ends).
25 +2d4 damage, and creatures in burst 2 take 5 acid damage (save ends).
30 +3d4 damage, and creatures in burst 2 take 7 acid damage (save ends).
35 +4d4 damage, and creatures in burst 2 take 10 acid damage (save ends).

Atrophy Rune Bullet
Etch: 200gp of Gold shavings
Cast: No special requirements.
Arcana Check Effect
15 +1d4 damage, and the target gains vulnerability all 3 until the end of your next turn.
25 +2d4 damage, and the target gains vulnerability all 5 until the end of your next turn.
30 +3d4 damage, and the target gains vulnerability all 7 until the end of your next turn.
35 +4d4 damage, and the target gains vulnerability all 10 until the end of your next turn.


Vampiric Bullet
Etch: 200gp of Necrotite
Cast: No special requirements.
Arcana Check Effect
15 +1d8 damage
25 +2d8 damage
30 +3d8 damage
35 +4d8 damage
You regain hit points equal to the amount of bonus damage you deal with this rune bullet.