Pravian Imperium

Ammunition

All ammunition types are considered to be a consumable. Ammunition effects may be applied to any weapon with the long range or thrown property (NOT to regular weapons being thrown). The price displayed is for the entire stack – not for a single projectile.

Acoustic Ammunition

400 §, 10x

This projectile has ridges in it. When fired, the ridges turn the projectile into a screaming headache for whoever will be hit by it. The normal weapon damage is replaced with sonic.

Alcoholic Ammunition

500 §, 5x

Creatures hit with this projectile feel drowsy, a loss of balance and coordination, and generally other symptoms of being drunk. The target has disadvantage on Attack rolls and Saving (Dexterity or Intelligence) throws. This effect lasts for 10 minutes or until neutralized. This effect is treated as a poison for the purposes of neutralization.

Barbed Ammunition

600 §, 10x

This cruelly barbed projectile embeds itself into the target. You or another creature within close range can try to carefully remove the projectile. It takes 1d2 rounds, with a DC 15 Intelligence (Medicine) check at the end of the duration. On a successful check, you take 1d6 damage and the projectile is removed. On a failure, you take the same damage and the projectile stays embedded. If the projectile is left in, you take 1 damage at the end of each round you do not spend doing anything but remaining carefully still, excluding an attempt to remove the projectile.

Corrosive Ammunition

300 §, 10x

The projectile is filled with a strong acid that threatens to destroy the projectile even before it is fired. The normal weapon damage is replaced with toxic.

Energetic Ammunition

800 §, 10x

This projectile is inscribed with runes of energy. These runes turn the projectile into a bolt of elemental energy mid flight. The normal weapon damage is replaced with one of these damage types – force, holy, mental, withering.

Flaming Ammunition

250 §, 10x

The projectile is filled with a liquid that spontaneously combusts when exposed to air. The normal weapon damage is replaced with fire.

Frozen Ammunition

400 §, 10x

This projectile is deep frozen within a shard of blue ice that never melts. Upon impact, the projectile shatters in a beautiful display of ice shards and snowflakes. The normal weapon damage is replaced with ice.

Hunter Ammunition

450 §, 10x

Upon impact, this projectile lodges a small portion of itself in the target’s body, acting as a magical tracker. The creature that fired the projectile can now learn the location of the target at any time for the next 24 hours or until someone successfully removes the tracker with a DC 17 Intelligence check.

Illusionary Ammunition

400 §, 10x

This projectile creates an illusion of the creature that fired it at the impact site. The effect does not take place if it hits a living creature. The illusion can be further manipulated as per the minor illusion spell, and stays around for up to 5 minutes.

Injection Ammunition

300 §, 10x

This projectile may be filled with a liquid. On a successful hit, the target is affected by both the projectile’s regular damage and any additional effect that the liquid has. If the target must make a Saving throw as part of the liquid’s effect, the target makes the throw with disadvantage.

Messenger Ammunition

150 §, 10x

This projectile can be outfitted with a note, without affecting its flight capabilities.

Extended Messenger Ammunition

250 §, 10x

The range of the projectile is doubled, but the damage is reduced to half. In addition, this projectile can be outfitted with a note, without affecting its flight capabilities.

Navigating Ammunition

500 §, 5x

This projectile can be fired upwards to trigger its special effect. The projectile travels 30 ft. up, before orienting itself towards a target (creature or location) the creature that fired the projectile is currently seeking.

Net Ammunition

300 §, 10x

The head of this projectile is hollow, containing a spring-loaded silk net inside. On a hit, the target must make a DC 13 Saving (Dexterity) throw against being restrained. If restrained, on its turn the target can make a Strength check to break free (DC 16).

Null Ammunition

800 §, 10x

Upon impact, this projectile dispels spells and magical effects within a  10 ft. radius sphere of its impact. Treat the projectile as a level 6 spell for the sake of comparing power levels.

Quiet Ammunition

400 §, 10x

This projectile is covered in a thin glass shell that looks like it is bathed in smoke. Upon impact, the smoke spills out into a sphere of 20 ft. diameter. The area and all creatures within it behave as if under the effect of the silence spell. This effect lasts for 2 minutes and it can be dispelled.

Shining Ammunition

300 §, 10x

This projectile shines brightly as it impacts the target, exploding in a 15 ft. radius sphere of bright light. All creatures inside the area must make a DC 16 Saving throw or become blinded for 1d4 rounds. The projectile may be shot at a point within range, instead of a creature.

Smoke Ammunition

300 §, 10x

This projectile is inscribed with a miniature version of the fog cloud spell. Upon impact on a creature or a point in space, it causes a cloud of smoke to appear. The area becomes heavily obscured for 1d4 rounds.

Sparky Ammunition

500 §, 5x

This projectile is outfitted with a small pouch that explodes in a 10 ft. radius on impact. Creatures in the area must make a DC 15 Saving throw or be blinded and deafened for 1d4 rounds. The creature may repeat the saving throw at the end of each of his turns, ending the effects on a success.

Thunderstrike Ammunition

350 §, 10x

The projectile is wrapped in suspicious wires that seem to collect energy as the projectile flies, then unleashing it in one strike. The normal weapon damage is replaced with electricity.

Tricky Ammunition

300 §, 10x

After being fired, this projectile teleports mid flight so that it appears to have been fired from a direction of the attacker’s choosing instead.

Unnerving Ammunition

600 §, 5x

A creature hit with this arrow feels extremely unsteady and unsure. Roll a d4. The target takes a penalty on any Ability or Attack rolls made within the next 1d10 turns equal to the number you rolled.

Water Ammunition

200 §, 10x

When this projectile makes contact, in addition to dealing damage as usual, it releases a burst of water that extinguishes any source of fire no greater than a five foot cube. Creatures with immunity to fire damage are considered to have vulnerability to the damage dealt.