Galvanist
You suspected that the energies magic-users draw on to cast spells can be stored without having to use any occult methods. In pursuit of this idea, you experimented in your workshop between quests in hopes of taming this power. You designed and built several prototypes with mixed success, but your recent breakthrough with the generator you made has validated all your efforts.
The generator 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.
At first, you believed the energies with which you worked were no different from lightning or fire, but you are becoming concerned that you might be tapping into forces from beyond your reality. You sometimes see strange things while your generator runs, as if the barriers between reality were weakening. Still, the benefits far outweigh the risks, so you press on.
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 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).