Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials


Biotech | Cybernetics | Magitech | Necrografts | Personal Upgrades | Species Grafts


Magitech

Source Starfinder Armory pg. 90
Requiring both surgical skill and arcane mastery to create and install, magitech augmentations are a combination of cybernetic and magical components. These augmentations usually contain elements such as mystically charged crystals, starmetal alloys, and rune-covered microchips and are highly sought after by those who wish increase their magical might, such as technomancers. However, any spacefarer can benefit from even the most basic magitech augmentations.

Magitech augmentations follow much the same rules as all other augmentations in regards to implantation, activation, and removal (see page 208 of the Core Rulebook). Though they can be detected and crafted as if they were hybrid items, once they are installed, they become a part of your body and generally can’t be affected by abilities that disable or destroy hybrid items.


Control Mirror Neurons

Source Starfinder Armory pg. 90
Item Level 18; Price 365,000; System Brain
Neurons in your brain that would normally help you imagine what another person is experiencing are amplified magically, allowing you to decide what another creature does. As a full action, you can target any creature of your type that you are observing and attempt to control that individual. This functions as dominate person (DC = 10 + half your level + your Charisma modifier) for as long as you continue to observe the target, except establishing the effect doesn’t require an attack roll, and no command you give the target can take more than a standard action to complete. Issuing a command is a move action. You can’t target a creature again for 24 hours after it succeeds at its saving throw against this effect or the duration ends. Once you use your control mirror neurons, you can’t use them again until you’ve rested to regain Stamina Points, though you can spend 1 Resolve Point at any time to recharge them immediately.