Cybermage (Wizard)

cybermage_class_iray_1200System: Pathfinder

With the access to arcane magic greatly restricted, the only remaining option was to connect to the recently created plane of existence called the Cyberplane. Though in essence, this class is unchanged from the Wizard class, there are a few differences mechanically that is detailed below. Otherwise, it’s mostly a “flavor” difference, but still not too far off.

Role: While universalist Cybermages might study to prepare themselves for any manner of danger, specialist Cybermages research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all Cybermages are masters of the impossible and can aid their allies in overcoming any danger.

Alignment: Any

Hit Die: d6

Class Skills

The Cybermage’s class skills are Appraise (Int), Craft (Int), Computer Use (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4 + Int modifier.

Level BAB Fort Save Ref Save Will Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Arcane Bond, Cyberplane Access, Cantrips, Ware-Hacking 3 1
2nd +1 +0 +0 +3 4 2
3rd +1 +1 +1 +3 Improved Cyberplane Access 4 2 1
4th +2 +1 +1 +4 4 3 2
5th +2 +1 +1 +4 Bonus Feat 4 3 2 1
6th +3 +2 +2 +5 Greater Cyberplanet Access 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 Bonus Feat 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Bonus Feat 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus Feat 4 4 4 4 4 4 4 4 4 4

Class Features

The following are the class features of the Cybermage.

Weapon and Armor Proficiency: Cybermages are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and Pistols but not with any type of armor or shield. Armor interferes with a Cybermage’s movements, which can cause his spells with somatic components to fail.


A Cybermage casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A Cybermage must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the Cybermage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Cybermage’s spell is 10 + the spell level + the Cybermage’s Intelligence modifier.

A Cybermage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Cybermage. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A Cybermage may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his Communicator. While studying, the Cybermage decides which spells to prepare.

Bonus Languages: A Cybermage may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond

At 1st level, Cybermages form a powerful bond with an object, namely their Communicator. They come in various sizes and shapes, but essentially they are either the size of a Tablet or a cell phone. In either case, the Cybermage’s life is literally contained within because not only does it contain their contacts and provide internet access, it is also their spell book and their main connection to the Cyberplane and thus the source of their spells.

If a Cybermage attempts to cast a spell without his Communicator (Comm for short), he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level.

A bonded object can be used once per day to cast any one spell that the Cybermage has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the Cybermage, including casting time, duration, and other effects dependent on the Cybermage’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the Cybermage’s opposition schools (see arcane school).

Additionally, the Cybermage can use their Comm to store Cybermage Spell Wares, or Spell Wares for short. Unlike non-Cybermages, it is a bit easier for them to find, use, and modify Spell Wares. They follow the “Find your Own” rules detailed here, but they are considered to already have the appropriate emulator. They also begin play with a Cerebral Processor and a WiFi link, however, they are specially crafted and the bond with their Comm extends to this and thus the Constitution Cost incurred does not affect their ability to channel magic. Any additional cybernetics purchased will affect them and the total cost will be the final effect. For example, the processor and WiFi link has a total of 2.5 constitution cost. This would normally drop the Cybermages’ spells per day by one due to losing 2 points, but it does not. However, if say they get a cybernetic arm afterwards (another 2 CC) their total is 4.5 and at this point, yes they now lose 2 spells per day per the rules for Constitution Cost.

If Comm is damaged, it is restored to full hit points the next time the Cybermage prepares his spells. If their Comm is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 2000 cp per Cybermage level plus the cost of the Communicator. This ritual takes 8 hours to complete. Comms replaced in this way do not possess any of the additional enchantments of the previous Communicator.

Cyberplane Access

At 1st level, the Cybermage can access and affect the Cyberplane. Like other planes of reality, just a bit more accessible, the Cyberplane exists alongside the Prime Material plane. However, unlike other planes, it is “modifiable” by means of programming. Thus, hundreds of tiny worlds exist within the Cyberplane at any given time. The Cyberplane is normally access by a secure connection. For non-Cybermages, they do so with a Cerebral Processor and a WiFi link. They Cybermage does the same, but their connection runs deeper.

For the Cybermage, they pass beyond the secure “playgrounds” coded and programmed by various companies and groups. For example, Tyr Tech has a presence in the Cyberplane to run their various Internet operations. There are security layers, much like with our internet, but they have their own world in which they can interact. However, to access you need a secure link and your link allows you access only to this virtual world within the Cyberplane. The Cybermage, with a bit of hacking, can go between these virtual worlds.

Additionally, their spells (and at 1st level ONLY their spells) can affect programs, applications, avatars, and other items or entities within the Cyberplane. They can do so either by connecting to the Cyberplane or any virtual world inside via a Virtual Reality (VR) link or an Augmented Reality (AR) link.

Along with being able to affect the Cyberplane, the Cybermage is also an expert hacker. Thus they can use any ranks in Computer Use (Int) as a Rogue would with Disable Device while trying to hack into a computer system. They can also choose to hack, by using their spells to affect any protection programs or entities physically on the Cyberplane, however, they can only do so via a VR or AR link.

At 3rd level, the Cybermage can physically enter the Cyberplane without having to connect via a VR or AR link. While they’re there physically, this resembles a VR link, only again, you’re actually THERE.

At 6th level, the Cybermage can bring other beings physically into the Cyberplane with them and they do not have to be other Cybermages. Any non-Cybermage physically in the Cyberplane affects the Cyberplane with any physical attack or action just as they would in the Prime Material plane, meaning if they shoot a program or entity with a physical weapon they do normal damage to the program or entity. A Cybermage can take up to his Int bonus companions with him.

Note: Like with any other plane of existence, you are physically in, if you die there you physically die there. Your spirit may pass into some other realm or may stay in the Cyberplane, but your physical shell will remain and rot where it lies.


Cybermages can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Cybermage under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.


At 1st level, a Cybermage gains the ability to more easily hack Spell Wares. All TN modifiers are halved (rounded up) for any Cybermage attempting to modify or hack an existing ware. See the table under the “Finding your Own” rules detailed here.

Bonus Feats

At 5th, 10th, 15th, and 20th level, a Cybermage gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The Cybermage must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The Cybermage is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.


A Cybermage no longer has a traditional “spellbook”. Instead, they have their Communicator. They prepare spells in the same way as if they did have a spell book, but it is instead stored in their communicator instead. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all Cybermages can prepare from memory.

A Cybermage begins play with a Communicator containing all 0-level Cybermage spells plus three 1st-level spells of his choice. The Cybermage also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the Communicator. At each new Cybermage level, he gains two new spells of any spell level or levels that he can cast (based on his new Cybermage level) for his Communicator.

At any time, a Cybermage can also add spells found in other Cybermages’ Communicators to his own or they can seek out Spell Wares. The most common source is from a Subscription or Pay-as-you-go service, such as YouCast. However, with these services, the spell is usually deleted once cast and needs to be downloaded again. However, with a Computer Use (Int) roll at TN 20 + level of the spell, the Cybermage can attempt to recover the spell from their Communicator’s Cache, but they can only do so within 1d4 x 10 mins of the spell being cast normally from this service provided they paid (either subscription or one-time fee). If successfully recovered, it is still as is and the Cybermage will need to hack the file to “unlock” it. That is another Computer Use roll at TN 20 + level of the spell. Once unlocked, it is unlocked for the Cybermage only and will be cast at their appropriate level and is considered a spell in their “spellbook” or communicator. They can then prepare it as normal from then on. It is not a Spell Ware however, that can be used by non-Cybermage players.

Any spell in the Cybermage’s Communicator can be converted into a Spell Ware and used by other Cybermages or non-Cybermages with a Computer Use (Int) roll at TN 30 + level of the spell. Again, multiple rolls can be done, but each roll represents a week’s worth of work (minimum 1 week, so even if you beat the TN in 1 roll, it takes 1 week). So if it takes you 3 rolls to beat the TN, then it takes you 3 weeks to create the Spell Ware. Once created, it is again created “as is” meaning the ware is cast at your current level. For example, if you are level 8 and you create a Fireball ware, then the Spell Ware will be cast as a level 8 caster and thus do 8d6 damage.