|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1||+0||+0||+0||+2||+1 Spellcaster level, Create Technomagical Foci, Technomagical materials|
|3||+1||+1||+1||+3||+1 Spellcaster level, Create Gadget|
|5||+2||+1||+1||+4||+1 Spellcaster level, Create Covert Technomagical Foci|
|7||+3||+2||+2||+5||+1 Spellcaster level, Create Gizmo|
|9||+4||+3||+3||+6||+1 Spellcaster level, Create Technomagical Link|
Technomages combine magic and technology to create effects beyond the reach of either magic or technology.
Technomages are quite different from technomancers. Technomancers are technicians who learn magic in order to enhance their technical abilities, while technomages are spellcasters who learn of technology in order to improve their magic. It is possible to be both a technomancer and a technomage simultaneously.
Technomages need a lot of costly equipment in order to use their magic. This gear is not hard to come by on civilized worlds, but mighty strain the technomage's economy; his friends will often have to pitch in to cover the use of his more expensive abilities for the benefit of the group.
Technology is an intellectual art and most technomages are former wizards or technomancers, but a few bards, sorcerers and clerics take up the art as well.
Hit Die: d4
To qualify as a technomage, the character must fulfill all the following criteria.
Feats: Implant Spellware, Scribe Scroll, Technical Proficiency
Skills: Knowledge (arcane) (8 ranks), Repair (5 ranks), Use Device (5 ranks).
Spells: Ability to cast the instant reboot spell.
Alchemy (Int), Appraise (Int), Concentration (Con), Craft (Int), Cryptography (Int), Disable Device (Int), Knowledge (all skills, taken individually) (Int), Navigate (Int), Repair (Int), Research (Int), Scry (Int, restricted skill), Spellcraft (Int), and Use Device (Int).
Skill Points at Each Level: 4 + Int modifier.
All of the following are class features of the technomage.
Weapon and Armor Proficiency: Technomages gain no additional armor or weapon proficiencies.
Spellcasting: A technomage continues training in magic as well as her new class abilities. Thus, for every odd technomage level gained, the character gains new spells per day and caster level as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of technomage to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
If a character had more than one spellcasting class before she became a technomage, she must decide when she adds the new level to which class she adds the new level of technomage for purposes of determining spells per day and caster level.
Technomagical Item Creation: Technomages gain the ability to create a great variety of technomagical items. This works just like the regular item creation feats; the technomage must be working in a laboratory, must have any required materials, must spend materials with a value equal to half the failure of the finished product and one experience point for every 25 cr worth of technomagical items.
These gadgets can take many forms, appearing as seemingly useless pieces of high technology. Most look highly unusual, glowing, scintillating, smoking, moving and moving, randomly changing color or otherwise marking themselves as mysterious and dangerous. They can be either handheld, take the form of some regular item (and use the corresponding magic item slot) or be surgically installed as spellware.
Creating technomagical spellware does not change the cost, but the recipient of the device pays the experience point cost and the item requires no slot. Since most technomagical items have limited charges, this means that some people might end up with a lot of burned-out technomagical spellware. As there is no limit on the amount of spellware a person can have, this is not really a problem, but it makes some technomagic users appear more like machines than living creatures.
Technomagical items are not robust enough to be thrown or used as projectiles. They have a Hardness of 5 and 1 hit point. They can be left lying about or inserted into a vehicle, missile system or robot.
Only technomages may assist in the creation of technomagical items; other spellcasters lack the understanding required to create such devices.
Create Technomagical Foci: Technomagical foci are gadgets that combine the powers of technology and magic. They have little power in themselves, but are used with later technomage abilities.
A technomagical focus has mundane controls, that allows anyone holding the item to turn them on and off as a move-equivalent action. When turned off, all magical effects of the focus cease until it is turned back on. it will also cease functioning if destroyed.
A technomage can have a number of active technomagical foci equal to his technomage class level. These foci remain attuned even if the technomage gives them away. The technomage can de-attune his foci at any time as a standard action. Attuning new foci can only be done during spell preparation, and only if the current number of attuned foci is less than the technomage's class level.
Technomagical Materials: The technomage knows that material components are merely symbols meant to create magical links, and such symbols can be substituted. This allows a technomage to use technomagical foci to substitute for material components. If the spell requires a costly material component, the technomage can burn out a technomagical focus to substitute for a material component worth up to 100 cr per character level, or for a focus worth up to five times this amount. This ability cannot be used to reduce the cost of item creation.
Technomagical Affixation: The technomage can cast spells on a technomagical focus, and the spell will then stay with the focus. This allows the technomage to cast spells that normally are personal or affect a single target on a technomagical focus, and the spell will then affect whoever uses that focus. Such a foci can be transferred from person to person, along with the spell effect.
Create Gadget: A gadget is a one-shot technomagical device that stores a spell. It can be used by anyone with the Technical Proficiency feat and the right instructions (usually available as a guided user interface). If lacking instructions, it takes a Use Device roll with a DC of 20 + the level of the gadget spell to use correctly. If the user fails by 10 or more, the character suffers a mishap. A mishap means that magical energy gets released but it doesn't do what the character wanted it to do. The DM determines the result of a mishap, as with scroll mishaps. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy gets released, dealing 2d6 points of damage to the character. The base price of a gadget is 50 cr x caster level x spell level. As for all item creation, the cost in materials is half the base cost, and the cost in experience points is one for every 25 cr of materials.
Technomagical Extension: Technology is untiring, and by affixing a magical spell to a technomagical focus, the technomage can draw upon the focus to extend the duration of a spell. The technomage must use the Technomagical Affixation ability. This allows the spell to draw upon the technomagical focus it is affixed to for duration.
|Minimum Original Duration||Enhanced Duration|
|1 round||1 round/level|
|1 minute or 1 round/level||1 minute/level|
|10 minutes or 1 minute/level||10 minutes/level|
|1 hour or 10 minutes/level||1 hour/level|
This does not work on spells with instantaneous durations. Spells that discharge still end when they have done so.
Create Gizmo: A gismo is similar to a gadget, but has 50 charges. The base cost is 1000 cr x caster level x spell level. All other rules for gadgets apply.
Technomagical Link: The technomage can create a technomagical link between several technomagical foci. Once this is done, any spell cast by the technomage on one of them will affect all of them (and their users) as outlined in the Technological Affixation ability. This power is often used to let a technomage remain comfortably under protection while using magic to enhance the abilities of others.
Technomagical links only transfer magic. Unless some spell is cast through the link to enable communication, the technomage will only know the number of technomagical foci still linked to the focus that he is using.
Once established, a technomagical link can reach over any distance, but the technomagical foci used burn out in 24 hours. A number of spell levels equal to the class level of the technomancer can be cast through the technomagical link; thereafter the link will burn out all the connected foci.
Area spells cast through a technomagical link require special consideration. First, a multi-target spell cannot be cast this way unless the technomage has some real-time visual link to the foci's surroundings, as the caster must select which targets are affected, and this is impossible to do without visual information. Second, any spell cast through the link affects all the foci in the link, including the one the caster is using. Thus, casting fireball through a technomagical link is exceedingly dangerous unless the link is placed some distance away. Third, if the area of several technomagical foci spells overlap, the effects of the spell in the overlapping area does not increase; stacking five technomagical foci for fireball on each other only does base damage.
Technometamagic: The technomage learns to draw upon technomagical foci to power metamagic. Any metamagic feats that the technomage knows can be used this way. Rather than increasing the level of spell slot that must be used, technometamagic uses technomagical foci to power their effects. This reduces the level of spell slot required by half the technomage's level (never less than zero), but burns out one technomagical focus.
Create Covert Technomagical Foci: Not all technomagical foci are obvious. A covert technomagical focus appears harmless, like any mundane item. It can be as small as a pebble. They do not use up a magic item slot. They are also protected by a permanent version of Nystrul's undetectable aura, though any spells cast through the focus are not. Turning of a covert technomagical focus requires a Use Device roll (DC 20). The most common way to use these items is to create a technomagical link to one of these, then slip them into someone's gear using the Sleight of Hand skill.
Create Technomagical Link: This is a set of special technomagical foci that have the ability to link themselves. When several technomagical links are turned on simultaneously while touching one another, they become linked and will remain linked until turned off, burned out or the duration expires. Anyone can use one of these links to transfer spells, just as a technomage can do with the Technomagical Link ability at class level 5. No more than five technomagical links can be connected in this manner. The base price of a linked technomagical focus is 1000 cr and the creation cost is 500 cr and 40 XP.
Technomagical Spellcasting: The technomage can power spells using technomagical foci instead of spell slots. The technomage must be able to cast the spell right this moment (have it prepared, be able to substitute for it, or have it as one of the spells he can spontaneously cast), and the spell must be of fifth level or less. Each use of this ability burns out one technomagical focus.