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0Reloading Hands00-1-121 standard action0V, S0yes (object, harmless)0-102000magus 2, ranger 2, sorcerer/wizard 2Ultimate Combat0Loads a single shot into your weapon every round.010-1-10000-1Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first.00projectile weapon touchedcreation001 round/caster level (D)-10-1touch

Reloading Hands

School conjuration (creation); Level magus 2, ranger 2, sorcerer/wizard 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Targets projectile weapon touched
Duration 1 round/caster level (D)
Saving Throw Will negates (object, harmless); Spell Resistance yes (object, harmless)

DESCRIPTION

Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first.

Reloading Hands-100202-12conjuration-100-1-10-100-12-11-1-1-1NULLWill negates (object, harmless)0-101

Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first.

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