Special Abilities:
Spells X MP(Magic Ammo): Demomages can rapidly enchant their ammunition to cast spells where they hit, doing so more cheaply in larger batches.
Restrictions: Demomages may not summon.
Casting Cost: Demomages require special ammo to be able to enchant their bullets. All of their ammunition must be this particular ammo type, referred to as Mahoutech Ammo, which has a minimum tech level requirement of primitive and a cost of +500%. This ammunition type cannot stack with Laser ammunition.
Alterations: Demomages' spells have their targets and range changed to a single target who is struck by the ammunition affected by their ability.
Casting Actions/Stat/Skill: Demomages cast at no action when they reload a gun with Mahoutech Ammo. If the gun holds more than a single bullet in its clip or magazine, they may choose which bullet is enchanted; the Demomage may also enchant multiple bullets in the same clip, doing so increasing the spell's MP cost by 5 and difficulty by 1 for every additional bullet. When they do so, they make their casting roll with the Accuracy stat and the Math skill. Failure means the target bullets lose their Mahoutech Ammo type. Success means that all of the targeted bullets are charged with the spell cast. When one of these charged bullets hits a target, its spell effect is unleashed upon that target immediately after the attack is resolved. If the spell has an Agility oppose roll, that oppose roll's difficulty is raised by 10. If burst fire is used with the weapon and any of the additional bullets used in the burst are charged by Demomage spells, the spell charges do not function on hit and are effectively wasted. Only the Demomage who enchanted their bullets can activate their spell effects; if someone else tries to fire the weapon, even another Demomage, the spell charges do not function. If the ammo is removed from the gun by a means other than firing it, such as unloading, the removed ammo loses its spell charge but retains its Mahoutech Ammo type.
Learning Spells: Demomages may be taught their spells through formal instruction, which costs the normal spell cost and a quarter the spell's cost in hours to learn, but almost all of them subscribe to a magazine that arrives at their home every other week. For the price of 30 dollars per year, they continue to receive this subscription. Once per new issue, they can spend 5 hours poring over it to discover and learn a new spell. The element of the spell they learn is chosen at random, but they may choose any spell within their casting MP limit to gain this way.
Deadshot X: X times per encounter, a Demomage may designate a ranged attack from a gun weapon as a Deadshot attack. They must do so before they roll the attack. If the attack hits, it deals an additional 1dAcc of damage.
Gunsmith +X: Demomages gain +X to all rolls made to build, maintain, or repair gun weapons or ammunition for gun weapons.