Magitech

Invented by Ankev Industries, magitech is a special type of cyberware designed to provide magical access to the mundane. While awakened can also make use of the implants (and in fact many burnouts who lost access to their magical abilities do resort to it), the cost and benefit is questionable to the typical user of magic. Most implants can be either installed on their own or as part of existing cyberlimbs. Each implant is primarily powered by an infused gemstone which is set into a system that integrates with the rest of the body to give the user control of its abilities. Magitech implants are incompatible with resonance and any technomancer who installs such tech has their resonance score reduced to 0 as long as the implant remains in their system.

The implants are far from perfect and the gems powering them can cease to function if they run out of power or are dispelled. A mage attempting to dispel a magitech implant must target the specific implant then make a counter spelling check opposed by twice the implant's rating, if it has one. Implants that have no rating are considered rating 3 for the purposes of this check. If the dispelling mage wins, the implant's gem has lost it's energy and must be recharged to function again. The dispelling mage then must resist drain equal to twice the number of hits scored by the implant's resistance test, regardless of the result, with the drain being stun if the rating is equal to or less than the magic rating of the dispelling mage. Physical otherwise.

## Available Products

### **Astral Sight**

Available as a standalone product consisting of an enchanted amethyst chakra gem that is implanted in the forehead. It can also be integrated into any cybereye package (though it provides the user with noticeably purple eyes), or a cyberskull, for those who go for one of those. Once installed, the gem allows the wearer to perform astral perception.

Alternately a diamond can be used, allowing the user the perform astral projection. However, projection only works if the user has a magic stat, either naturally or through some other implant. This allows them to project for a number of hours equal to their magic stat. Attempting to project *without* a magic stat results in death as the subject's spirit is permanently separated from their body.

### Magic Infusion

This implant consists of a piece of infused jade which is placed near the heart, granting the user a magic stat equal to the rating of the implant, which allows them to train in any magical skill that a mage typically can. The user must have at least a single rank in the skill they are attempting to make any use of it so some learning must still be done, but it does provide magical capability to those who otherwise wouldn't be able to acquire it. It does not provide astral projection/perception.

The tech is not without it's drawbacks. The force of spells cast, spirits summoned or preparations created through the use of this tech cannot safely exceed the rating. Doing so causes the gem to overload and shatter, damaging the heart and causing an amount of non-resisted physical damage equal to the rating of the implant. Also, a glitch during the initial skill roll requires the user to roll 1d6. On a 1, the gem powering the implant is spent and needs recharging. Finally, those who have this implant are unable to increase their magic by any means, including initiation, the use of foci (though weapon and sustaining foci can be used), or spending karma to increase the stat. If the user already is awakened, they must follow all of those limitations and their existing magic stat is replaced by the rating of the implant. It is thus rarely an implant used by those who already have magical skill unless they're facing burnout.

### Qi Infusion

This implant contains a red bloodstone that is placed along chakra lines in the legs and works similarly to a qi focus, but the user is not required to be an adept. Like a qi focus, each implant provides an adept power worth up to 0.25 pp per rating of the implant. It does not need to be attuned to the user with karma as the cost is paid for with essence.

Since only a single company is currently capable of making this product, powers available are somewhat limited. Specifically any powers that are meant to be used as weapons such as killing hands, elemental strike, throwing mastery, etc are not on the market.

### **Spell Infusion**

Infused topaz or citrine gems are implanted in the fingertips or in key power points on a cyber arm. Each gem provides the user with the ability to cast a spell that is completely powered by the gem. This has the benefit of both not requiring any particular magical skill or talent, while also avoiding the drawbacks of drain as the spells are powered by the gems themselves instead of the user's personal stores of mana. This unfortunately means that the gems need to be regularly replaced to remain functional, but it is a tradeoff many are willing to make for the promise of quick and simple magical power.

A spell infusion provides the user with an effective spellcasting skill, magic rating and spell force equal to the rating of the implanted stone, though only for the purposes of using that specific spell. Thus a rating 5 stone would allow the user to cast a specific spell at Force 5 using a dice pool of 10. If the user has their own spellcasting capabilities and/or foci, those are completely ignored for the purposes of the implanted spell and the spell cannot be cast at any other force than the one it is designed for. If the user rolls a glitch, the gems burn out and cease to function until recharged. On a critical glitch, the user also suffers drain from the spell. Due to the power feedback caused by it, this drain is not resisted in any way.

There are however some further limitations. Due to the specific placement of these gems, no one can have more than 10 of these implants functioning at once (one for each finger tip). Also, since only one company is currently able to produce these gems, the selection of spells available for this process is fairly limited. Any spell that causes direct harm is simply not on the market, which rules out all combat spells as well as certain types of illusion and manipulation spells. Also, a spell that is sustained can only be sustained for a number of minutes equal to the rating of the gem. The spell can of course be renewed, but this requires a new roll (and potential chance for the gem to burn out if it glitches). While there is no sustaining penalty to the user for sustaining a spell like there would be for a normal magic user, sustaining multiple gems at the same time causes a bit of a mana feedback issue that increases the likelihood of any given gem to fail. For each spell that is currently being sustained, reduce the number of 1's required for a glitch by 1.