Item: Magekiller Bullet
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.
Trait Effects
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. A character can Craft consumable items 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.
Related Items
| Name | Level | Rarity | Price |
|---|---|---|---|
| Depth Charge VI | 16 | Common | 1500 gp |
| Golden-Cased Bullet (Major) | 16 | Uncommon | 2000 gp |
| Weapon Shot (Major) | 16 | Common | 2000 gp |
| Awakened Cold Iron Shot | 17 | Uncommon | 2300 gp |
| Awakened Silver Shot | 17 | Uncommon | 2300 gp |
| Big Rock Bullet (Major) | 15 | Uncommon | 1150 gp |
| Black Tendril Shot (Greater) | 17 | Common | 2160 gp |
| Disintegration Bolt | 15 | Uncommon | 1300 gp |
| Garrote Bolt | 15 | Uncommon | 1200 gp |
| Garrote Shot | 15 | Common | 1200 gp |
| Magnetic Shot (Greater) | 17 | Common | 2200 gp |
| Meteor Shot (Major) | 17 | Uncommon | 3000 gp |
| Spellstrike Ammunition (Type VII) | 15 | Common | 1300 gp |
| Spellstrike Ammunition (Type VIII) | 17 | Common | 3000 gp |
| Stone Bullet | 15 | Common | 1300 gp |
| Transposition Ammunition (Greater) | 15 | Uncommon | 1250 gp |
| Awakened Adamantine Shot | 18 | Uncommon | 3500 gp |
| Burrowing Bolt (Greater) | 14 | Common | 650 gp |
| Conduit Shot (Greater) | 14 | Common | 600 gp |
| Depth Charge V | 14 | Common | 660 gp |