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Galvanist
You construct a generator to gather and store free magical energy from the world around you. The device doesn’t look like much: It’s a spindle wrapped in copper wire and mounted on a non-conductive plate. You attached loops to the plate so you can strap it onto your back and keep your hands free. A lever on the side switches it on and off. Though the machine works as intended, you have noticed some oddities, such as the strange things you sometimes see when you make use of its energies.
Level 7 Galvanist
Attributes: Increase three attributes by 1 each.
Health: +12
Bonus Damage: +1d6
Generator (Magical): You construct a generator that gathers and stores magical energy. If you leave the generator running while you rest, it accumulates charges up to your maximum, which equals your level. You, and you alone, expend charges from your generator to use devices and talents gained from this path. If you lose the generator, you can spend 1 hour constructing a replacement after you finish a rest.
You can use an action and expend 1 charge from your generator to cast the Lightning Bolt spell from the Aeromancy tradition.
Eldritch Horrors (Magical): The energy your generator gathers comes from alien places. Each time you expend 1 charge, make a luck roll. On a success, the black spot you see, if you can see one, disappears. On a failure, you see a black spot somewhere in your field of vision that remains until after you rest or until the black spot becomes a horror under the Sage’s control.
The spot becomes a horror the next time a creature within 5 yards of you gets a failure on a luck roll. The horror appears in an empty space of the Sage’s choosing within 5 yards of you and treats all creatures as enemies. The horror remains until destroyed.
Level 8 Galvanist
Health: +12
Tradition: Eldritch or Technomancy
Spells: Two novice
Lightning Cage (Magical): You can use an action and expend 1 charge from your generator to create a cage of lightning around a Size 5 space within 20 yards. The cage remains for 1 minute. The cage produces bright light. Any creature or object moving through the cage makes a Strength or Agility roll. On a failure, it takes 2d6 damage, and catches fire and becomes vulnerable (luck ends both). Creatures and objects can take this damage just once per round, regardless of how many times they move through it.
Occult Energy (Magical): You can use an action and expend 1 charge to regain all expended castings of one novice spell you have learned.
Level 10 Galvanist
Health: +12
Spells: One novice
Boost of Energy (Magical): You can use this talent at the start of your turn. Expend 2 charges from your generator. You can increase the number of actions and reactions you can use during the round by 1. At the end of the round, make a Will roll. On a failure, you become cursed (luck ends).