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OSR: Gun Witch

  • seeroftheabyss
  • Nov 15, 2025
  • 9 min read

This is a sub-class for my Wizard class. Unlike with the others, I will not be including a write-up of the specific character of this Wizard-type, as adding firearms to your setting is something to carefully consider. However, I have included some tables to help provide ideas or randomly generate something.


What are you?


1d4

1- The last remnant of an ancient order. Once your kind protected the land, but the world has moved on. You are a mostly-forgotten relic of an earlier era.

2- An aristocrat from a venerable house. You are an aristocrat, using technology inherited from your ancestors to keep the peace.

3- A lone wanderer, a warrior pursuing his own destiny. You are a man with no name, carving your own way in the world. You may have a quest or you may wander as the wind takes you.

4- A member of an underground group, using new technology to pursue it's goals. These goals are tied to either religion, politics or ethnic tensions. Either way, violence will definitely be part of the plan.


What are guns in this world?


1d4

1- Ancient, lost technology. Guns are lost to the mists of history. No one will know what a gun does until you use one. You will be remembered as the guy with the gun and it will probably be thought of as "your weapon", not as a separate technology.

2- Creations from the golden age. Guns were once common, but due to loss of knowledge, technology or other factors, no one is able to make new ones. The guns that remain are precious relics, only used when necessary.

3- Uncommon, but occasionally used. Guns aren't common, either in this world or Around Here, but people know what they are. The reason they aren't common here could be a lack of knowledge, infrastructure, poverty, practical or cultural reasons. Still, there will be a decent amount floating around. You could buy with one if you had enough money.

4- Commonplace. Guns are one of the most common types of weapon in this world. They are ubiquitous and well-understood.


How do your guns work?


1d4

1- Black powder. You know the secret of how to make it.

2- They absorb mana through runes. You must leave the guns out in the sun for hours, or keep them near a source of natural mana (such as a volcano, shore pounded by large waves, etc.)

3- The guns consume the residual life-force found in bones. You must grind up bones and seal them in cartridges with the bullets.

4- They are fueled by a volatile natural material. It is known as Mother's Blood in it's raw form or Dragon Jade in it's solid, crystalline form. It is raw magic given form.


Power: You are very knowledgeable when it comes to guns. You can identify one by sight and know how to clean, maintain and potentially even repair damaged ones (Referee's Discretion applies). You also have limited knowledge relating to other weapons that operate off similar principles, such as cannons and bombs.


Drawback: You must have a gun on your person in order to cast magic.


Spell List:


Common Spells:


1d12

1- Alter Ammunition

2- Battlefield Medicine

3- Bullet-Time

4- Cast Bullet

5- Dragon's Breath

6- Kill Zone

7- Mark for Death

8- Misfire

9- Mobile Armory

10- Pierce the Rain

11- Ricochet Round

12- Safety First


Rare Spells:


1d3

1- Eye of the Needle

2- Kill Shot

3- March of Progress


Legendary Spells:


God-Slaying Gun


Time-Piercing Shot


by Abaddon, from Kill Six Billion Demons
by Abaddon, from Kill Six Billion Demons

Common Spells:


Alter Ammunition

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R: 10' T: bullet D: one action


One bullet has it's nature changed. Select one of the options below:


- The bullet becomes an anti-infantry round. Against a creature with non-metal armor, it does +1d6 damage.

- The bullet becomes anti-armor. It ignores [dice] points of non-magical armor.

- The bullet explodes on impact. All creatures within 15' of the impact point take 2[dice] damage, save for half.

- The bullet becomes an incendiary. It does fire damage instead of ballistic damage. If it strikes a flammable object, this bullet lights it on fire.

- The bullet becomes a freeze round. It does ice damage instead of ballistic damage. If it strikes an object, this bullet dramatically lowers it's temperature, potentially freezing it.


Battlefield Medicine

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R: 30' T: creature D: one action


One creature has the 'Bleeding Out' condition removed. If the targeted creature is not Bleeding Out, it regains [dice] HP.


Bullet-Time

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R: self T: self D: [dice] rounds


The caster accelerates his mind and body, enabling him to move faster, giving him +[dice] to any checks based on speed, precise movements or DEX for the duration. He may also add this bonus to DEX checks and saves.


If cast with 3 or more [dice], enemies subtract -[dice] from their saves vs firearms against the caster's firearm attacks.


Cast Bullet

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R: touch T: metal object D: one action


One non-magical metal object the caster touches transforms into bullets. The size of the object determines the number of bullets. Something the size of a knife or smaller will produce [dice] bullets, while something the size of a sword will produce 2[dice] bullets, something the size of a breastplate or helm will produce 3[dice] bullets and anything bigger will produce [sum] bullets.


Any metal transformed so into bullets will retain any properties they had while in their original form.


Dragon's Breath

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R: 10' T: bullet D: one action


One bullet the caster selects becomes imbued with fiery destruction. When fired, the bullet unleashes a wave of burning shrapnel, dealing [sum] fire damage to any creature in a 5+[dice]' wide cone that is 10*[dice]' long.


Kill Zone

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R: self T: self D: [dice] rounds


The caster may select an area around them up to [dice]*100' in all directions or if within an enclosed space, [dice] rooms that he can see into. If an enemy appears in that space during the duration, the caster may automatically make a firearm attack as a free action as long as his guns have ammunition.


Mark for Death

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R: 30' T: creature D: [dice] rounds


One creature of the caster's choice has a magical mark placed upon it. If the caster successfully attacks the marked creature, the marked creature takes +2[dice] damage of an appropriate type (based on what damage type the caster does). For example, if damaged with fire, +2[dice] fire damage. Once this bonus damage has been dealt, the mark disappears.


If cast with 3 or more [dice], the marked creature takes +[sum] damage on the first successful hit by the caster.


Misfire

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R: 30' T: attacking creature D: one action


This spell may be cast as a reaction. Target attacking creature within range must save. On a failed save, the creature's weapon malfunctions, flies out of his hands or otherwise fails to operate properly. On a successful save, the creature takes [dice] psychic damage. A creature may choose to fail his save.


If cast with 3 or more [dice], this spell may also be used on natural weapons, unarmed strikes or magic spells.


Mobile Armory

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R: self T: weapon D: special


The caster creates an extra-dimensional space that can store up to [dice] weapons. As an action on his turn, he may touch a weapon and send it to this extra-dimensional space. He may then summon it any point as a free action.


This spell lasts forever once cast, unless the caster wishes to dispel it. Should he do so, his weapons appear before him. Subsequent castings of this spell do not create an additional storage space, but instead enlarge it by [dice].


Pierce the Rain

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R: self T: [dice] projectiles D: one action


This spell may be cast as a reaction. When targeted with ranged attacks, the caster may select up to [dice] of them and make [dice] firearm attacks. Each targeted projectile has it's damage reduced by the firearm damage (assuming a failed save). If reduced to 0, the projectile and bullet destroy each other. This spell can only target projectiles that could be disrupted or defeated by impact with a bullet.


If cast with 3 or more [dice], the caster may target magical or immaterial projectiles as well.


Ricochet Round

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R: 10' T: [dice] bullets D: one action


The caster grants [dice] bullets the power to ricochet. If the caster targets a creature with one of the affected bullets, the caster may force that creature to reroll his Save vs Firearm and use the result the caster prefers.


Safety First

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R: touch T: weapon D: [dice] hours


The caster places an enchantment on a weapon of his choice. If any creature attempts to use that weapon without the caster's permission or consent, that creature takes 2[dice] damage and the weapon will refuse to work for them.


If cast with 3 or more [dice], the weapon can violently destroy itself at the caster's command, dealing [sum] damage, save for half, to the creature holding it.

Rare Spells:


Eye of the Needle

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R: self T: self D: one action


The caster may use a firearm as a free action after casting this spell. If targeting a creature, that creature receives a -1/2[sum] penalty to his Save vs Firearm. If targeting a stationary object, the caster receives +[sum] to any roll based on accuracy.


Kill Shot

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R: self T: creature D: one action


One target creature within range must save. If the creature has more HD than [dice], it adds the difference to its save. If it has 3x more HD than [dice], it automatically passes. A creature may also choose to fail its save, if it wishes to.


On a failed save, the target creature dies from a fatal shot. On a successful save, the creature takes [sum] damage, with a Save vs Firearm to modify the damage.


March of Progress

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R: 30' T: [dice] creatures D: [dice] rounds


The caster selects [dice] creatures. If those creatures are using a weapon less technologically advanced than the caster, those creatures must save. On a failed save, the creature's weapons are destroyed. On a successful save, any weapons less advanced than the caster's used by those creatures deal -[sum] damage for the duration.

Chaos:


Triggered whenever you roll doubles on your Mana Dice. The Spell still goes through, but you get an additional effect. Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.


1d6

1- One of your gun misfires. You must take an action to unjam it before it can be used again.

2- You are unable to fire one of your guns for 1d10 minutes. A random creature within 30' is the only one who can use it.

3- The next metal object you touch transforms into bullets as per 'Cast Bullet'.

4- 1d4 of your weapons are stashed in an extradimensional space. You cannot access them for 1d4 [1= 1d6 minutes; 2= 1d4 hours; 3= 1d3 days; 4= 1 week.]

5- All your bullets do minimum damage for 1d10 rounds.

6- You accidentally fire one of your guns. One random creature within 50' is targeted- that creature must Save vs Firearm, taking damage as normal.


Corruption:


Occurs when you roll Triples. When a Roll triggers Corruption, roll on the Chaos Table. If you roll Corruption, the Spell fails. Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.


1d6

1- All the bullets inside one of your guns turn to chalk. They must be removed and the gun cleaned before it can be used again.

2- The next time you fire one of your guns, the bullet goes off course and ricochets wildly, striking a random target within 50'. That creature must Save vs Firearm as if it was the intended target.

3- The next creature you kill with a gun leaves behind a ghost that haunts you. The ghost will 1d4 [1= Prevent you from sleeping, it has a 40% of waking you up in the night; 2= Steal your possessions; 3= Give away your presence to enemies; 4= Slowly sap your life force until you die.] The only way to stop this is to make amends to the Ghost's family or by destroying the Ghost using magic, such as Necromancy or Undead-slaying Magic.

4- One of your weapons is switched with a random creature's weapon within 50'. That creature has your weapon now.

5- For the next 1d10 rounds, enemies know your exact location. No action you take can prevent them from knowing where you are.

6- For the next 1d10 rounds, unless augmented by magic, your bullets can only harm 1d6 [1= Humans; 2= Animals; 3= Undead; 4= The Savage Races (Orcs, Goblins, etc.); 6= Dragons or other reptiles.]


The Doom of the Gun Witch:


When you suffer Chaos or Corruption, you gain Doom Points. When you gain 10, 20 or 30 Doom Points you suffer the Doom of Fools, Doom of Kings and the Ultimate Doom respectively. You can escape this Doom, but only if you go on a quest to save yourself.


Doom of Fools- One of your companions is cursed with death. Soon, they will die, most likely in a violent way. The curse can only be broken by either an act of despicable evil (ex: butchering an entire town, serving a Demon, etc.) or a painful sacrifice (ex: your favorite magic gun, your faithful hireling, a mountain of gold, etc.) made by the Gun Witch.


Doom of Kings- As above, except it applies to half of your companions.


Ultimate Doom- As above, except it applies to all your companions and anyone nearby.


This Doom can be avoided by escaping your Destiny or by finding the creature responsible for binding you to this thread of Fate and defeating them.


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