Balancing what amounts to a laser


Homebrew and House Rules


For context, basically in a setting I had been designing that I imagined I'd turn into a campaign setting, there is a class of weapon with the working title of "Manalock", which essentially amount to highly accurate but short range laser pistols.

The issue is that I feel like these things would be a lot more 'expensive' than I wanted them to be, but I also feel like I NEED them to be so hard to get for balance reasons. Mostly because it compares somewhat to Guns.

Manaelock: 1 handed | 1d8 | x2 | Damage Type B | Range Increment 30-40 ft. | Reload Move Action for a 5 shot 'clip'| Touch and Special
Touch: Within the first range increment, this weapon targets Touch AC within the first range increment.
Special: Mages are capable of squeezing out extra use from this weapon by way of their magical manipulation. Arcane casters and Spherecasters can change the damage type of this weapon based on what spells/abilities they have ready at the time) (For example, a Wizard or magus with Burning hands prepared (or a sorcerer that just knows burning hands) or a Spherecaster with Fire Blast may change the damage type to match the spell. Although some damage types will require one spend a spell slot or point (For example, a wizard wishing to make their magelock do Force Damage and have Magic Missile would have to spend their prepared magic missile slot, but gain the benefits of changing the damage type for 1 round. A Spherecaster with Force Blast meanwhile would need to spend a spell point as if casting Force Blast to do the same thing.

Extra Note: Mentioning Spheres of Power: Why this isn't just a wand (since that seems to be the "Cast a talent to shoot something" magic item)? Simply put, it isn't a wand because I want it to be able to used for Attack Actions for SoM.

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