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Spellware Implants

Spellware is much more basic in construction than Cyberware, but harbors its own unique hazards for the subjects who attempt to be grafted with the technology. Spellware is made by seating an Arcane Crystal, programmed to allow the casting of spells up to a certain level, within a subject's body by attaching circuits from the crystal into their nervous system and connecting the crystal directly to the subject's veins so as to weave it until it becomes a part of their body. The guideline for creation of each class of Spellware and their limitations is on the table below. The number indicated in the Cantrips and Spell Level sections indicates how many times per day a spell of each level can be cast in accordance with each grade of Spellware. A character with access to Spellcasting as part of a class feature can recharge a Spellware implant by expending a number of spell slots that total up to the level of spell in the implant. Cantrips can be recharged at a rate of 2 charges per 1 spell slot level.

While some choose to ignore the hazards of Spellware, risking the effects of Spellware Backlash every time a new implant is grafted. The DC to avoid Spellware Backlash is 12 + the number of Spellware Implants including the newest.
Spellware Grade Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level
Basic 2 1 - - - -
Intermediate 4 3 2 1 - -
Advanced 6 5 4 3 2 1
Weavetech
Weavetech is the pinnacle of Spellware, and the most dangerous to implant. Weavetech is far more potent, placing the same risk and drain on a subject as would be found in two Spellware implants. These implants take the form of arcane crystals with multiple faces carved inside, engraved with runes. Some of these effects imbue similar magic as would be found in magical artifacts, and wonderous items. The DC for creating a Weavetech implant is 20, and allows the subject to imbue whatever weapon or piece of equipment they wish with what would otherwise be an enchantment on a magical artifact or weapon. For example, whichever weapon the subject holds may become a fire imbued weapon, keen weapon, or vorpal weapon. Essentially allowing the equipment of the subject to be replaced without losing use of their enchantments.
Additionally, enchantment effects that enhance items will not replace but instead partner with existing enchantments on magical items and weapons. Likewise, enchantments such as True Sight and Cloud Walking that change a subject's physical abilities become permanent, or at-will. Effects that make a subject teleport, invisible, incorporeal, or change how the world interacts or perceives them become usable up to 10 uses per day, with effects that would be ongoing like invisibility lasting up to 1 minute per day. The effects available to Weavetech cannot be spells from a spells list, as the magic is potent and designed to mimic the effects of strong enchantments on equipment.

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