A spell turret is a highly dangerous magical construct
installed on ships and fortifications. Usually of elvish or gnomish design, a
spell turret has a visual trigger that utilizes true seeing to a range
of 300 feet. Creatures or ships the spell trigger recognizes do not activate
the spell turret by approaching within 300 feet, nor does the spell trigger
ever target them once it is activated.
· Up to four spells are stored in each turret.
· Spells must be arcane in nature (wizard, warlock, sorcerer) and require no concentration.
· All four of the stored spells in a spell turret must be of the same level or lower.
· Spell turrets can be reloaded by a wizard casting the appropriate spell into the storage crystal
· A spell turret’s caster level is always equal to the minimum caster level at which the stored spells are available; thus, a spell turret that fires 3rd-level wizard spells does so at caster level 5th.
· If a spell turret detects an unrecognized target, it immediately activates.
· Once activated, a spell turret immediately begins casting the four spells stored within it at the rate of one spell per round until “empty.”
· Spell turrets can be manually operated by a gunner who can pick when and where to fire. The gunner may be of any class.
· The gunner may choose which of the available spells to cast via the turret.
· A spell turret is stupid; it cannot pick and choose individual targets unless operated by a gunner. It prioritizes the nearest target.
· "Spell cylinders" are the arcane ammunition of a spell turret; they are considered valuable magic items in and of themselves
· Removing or reloading a spell cylinder takes an action.
· If a gunner is of higher level than the spell turret’s caster level, they may cast the stored spell at their level.
Will-o-Wisp Foc’s’le Turret:
Firebolt, firebolt, magic missile, color
spray