Gimmick, Basic
Level
1
Price
175
Bulk
-
Hands
-
Capacity
-
Usage
-
A gimmick is a small, handheld item, usable only by spellcasters, that focuses their spellcasting in a unique way. When you cast a spell, you can channel the magic through one gimmick you’re holding to alter the spell, both changing any perceptible manifestations and effects in a specific way based on the gimmick. Once used to modify a spell, a gimmick can’t be used again until after you rest for 10 minutes to recover Stamina Points, though you can spend 1 Resolve Point to recharge an attuned gimmick without spending an action.
A gimmick requires time to attune to a new user, functioning only once it has been in your possession for at least 24 hours. However, you can spend 1 Resolve Point to attune to a new gimmick with only 10 minutes of concentration. Once attuned to you, the gimmick takes a shape of your choice that reflects your personality and spellcasting tradition, appearing as a wand, mystical orb, engineering tool, or the like. A gimmick can’t be shaped into a functioning weapon, though it can take a weapon-like appearance. A technomancer can turn a gimmick into their spell cache by performing an 8-hour ritual, though if the gimmick spell cache is lost or destroyed, a newly created spell cache no longer has the gimmick’s properties.
The simplest gimmick merely personalizes your magic, giving spells channeled through the gimmick a sensory theme you choose while attuning it (such as gambling to make magic missiles look like flaming cards or make your augury result manifest like reels on a holographic slot machine). These sensory extras don’t otherwise change the spell’s effects.
Source
Galactic Magic pg. 49
ID
d044d7b38d9e77463c0fc532