Gimmick, Elemental (Apprentice)
Level
3
Price
1,300
Bulk
L
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.
An elemental gimmick changes all instances of one damage type with another. When you purchase or create an elemental gimmick, choose one of the following: acid, cold, electricity, or fire. When you channel a spell through the gimmick, choose one type of damage dealt by the spell; the spell deals an equal amount of damage of the gimmick’s type instead, and the spell gains that energy type’s descriptor. The maximum level spell that an elemental gimmick can modify is based on its model. An apprentice elemental gimmick can modify a spell of 2nd level or lower.
Source
Galactic Magic pg. 49
ID
2e79b2797ba8b57b0709b800