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Living Circuit

There are some who seek to emulate Ark's logical and constructed nature. Using technology and hard science, they are able to inscribe special circuitry onto their bodies which allows them to recreate complex magic. Due to their knowledge of the inner workings of their circuits, they can also draw out more power when modifying their magic. While these effects are active, their corresponding inscribed circuitry glows and projects around the user's body.   Magic Type: Technomancy
Casting Ability Modifier: Intelligence
Drawbacks: Charged Spells, Exposed Matrix, Incompatible Energies (Technomancy version), Material Casting, Skilled Casting (Craft(Mechanical))
Boons: Easy Focus, Techno-Miraculous, Metamagic Expert  

Variants

Circuit Tinker

Rather than using only themselves as the focus for their circuitry, Circuit Tinkers can inscribe their circuits into small fragile technological devices.   Magic Type: Technomancy
Casting Ability Modifier: Intelligence
Drawbacks: Charged Spells, Exposed Matrix, Incompatible Energies (Technomancy version), Material Casting, Skilled Casting (Craft(Mechanical))
Boons: Drawback Feat (Bottled Spells), Techno-Miraculous, Metamagic Expert   Note: Exposed Matrix applies to whoever activates one of your Charged Spells.  

Script Kiddie

These circuit users eschew the crafting their own circuits in favor of quick referencing the circuits of those before them.   Magic Type: Technomancy
Casting Ability Modifier: Intelligence
Drawbacks: Exposed Matrix, Incompatible Energies (Technomancy version), Material Casting, Wild Magic
Boons: Easy Focus, Techno-Miraculous

Exposed Matrix

Your magic takes the form of visible constructs around your body which can be targeted for attack. For every spell you have active, a matrix of energy forms somewhere on your body that can be targeted by sunder attempts. A creature can identify the spell effects corresponding to each matrix with a successful spellcraft check (DC 10 + 1/2 your caster level). A matrix has a hardness equal to your casting ability modifier and a number of hit points equal to your magic skill bonus + your casting ability modifier. This counts as the Substantial Magic drawback for the purpose of prerequisites and is modified in the same way.

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