Gimmick, Targeting (Master)
Level
16
Price
172,000
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.
A targeting gimmick helps direct the channeled spell, enhancing its accuracy. Make your attacks with the channeled spell as if your base attack bonus from the associated spellcasting class were equal to your levels in that class (such as a 5th-level technomancer treating their BAB from technomancer levels as +5 rather than +3 for a channeled technomancer spell). The maximum level spell a targeting gimmick can modify is based on its model. A master targeting gimmick can modify a spell of any level.
Source
Galactic Magic pg. 49
ID
a1baf674eb4d3ea81e901257