Archives of Nethys

Pathfinder | Starfinder

Armor | Weapons
Artifacts | Augmentations | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers | Other Items | Special Materials


Biotech | Cybernetics | Magitech | Necrografts | Personal Upgrades


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.


Dispelling Hand

Source Starfinder Armory pg. 90
Item Level 9; Price 14,300; System Hand
Holographic mystic sigils project from your hand when you activate this implant. Your hand must be free to do so. As a reaction, you can gain a +1 insight bonus to your AC against a spell that requires a successful attack roll. Alternatively, as a standard action, you can use dispel magic as a spell-like ability with a caster level equal to your level, but it can’t counter spells and it can’t target anything other than you unless you touch the target. To affect an unwilling target, you must hit it with a melee attack against its EAC; you activate the augmentation as part of the attack roll, and you can add your key ability score modifier to this attack roll instead of your Strength modifier if it is higher. Once you use dispel magic this way, you can’t use your dispelling hand for either of its uses until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any time to recharge it immediately.