Null Magic Firearms

Null magic firearms are special made weapons developed and utilized by the Clockwork Guild of Calabras Trade City. These weapons were created thanks to the work of a group of Imperial Inquisitors and their allies obtaining information from a wild magic cult and turned it over to the guild. The guild artisans were then able to develop prototype firearms that allowed the inquisitors to battle against a large mechanized suit of armor piloted by a rogue gnome in the employ of the cult.

Description
Null Magic Firearms operate in principal similar to a slugthrower, firing a shot of condensed arcane energy. This shot is siphoned off from a special crystal located towards the handle of the weapon. The shot, when it hits a magical item, causes damage and a reduction in it's operational effectiveness. After enough shots are made, the magical item becomes inert and useless, though sometimes the item can regain it's magical potency. As each shot is made, the crystal begins to dim, and when it is depleted, the crystal shatters to dust, and must be replaced.

Ammo crystals for the firearm are available only through vendors that have ties with the Calabras Clockwork Guild. Crystals hold 10 shots before they have to be replaced.

Game Mechanics
To make an attack with the firearm, you must make a d20 roll, adding your dexterity modifier, and your proficiency modifier (if you are trained in the use of firearms). On a successful hit, damage is calculated by rolling 2d6 of force damage.

Magic items must make a percentile roll to see if they are still effective or not. Items must beat a roll of 25% or be reduced one rank in effectiveness. If the item fails four times, it becomes inert.

To reload a null magic firearm is a full round action, as one must open the breach, load in the new crystal, and lock it in place.