Teknology
Teknology is the term for spells that are created through the use of special mechanical devices. These spells mimic Arcane magic but always require a material component.
Gnome Teknology
When the gnomes returned to Bela during the Awakening they found that their homeland of Geldannor had suffered a massive tear in the ethereal, weakening the barrier between the two planes. This tear caused arcane energies from the material plane to siphon to the ethereal where it was fed upon by its denizens. Fearing the consumption of their souls by undead, the gnomes prayed to Mai for protection and she gifted them with some of her own ability of creation in the form of teknology. With this new found knowledge they learned to replicate arcane magic through chemicals, machines and devices they manufactured.
Students of teknology created harnesses that integrated a multitude of their creations allowing for ease of use. Users of these harnesses became known as tinkerers due to their daily habit of adjusting their harnesses by removing or applying new devices. They carry around a book of blueprints and constantly seek out new and innovative designs to add to their book.
Some gnomes weren't satisfied with wearing a harness, they wanted to integrate directly with their devices. They used their combined knowledge of medicine and teknology to graft machines into their bodies. These teknology users became known as grafters. Because of the difficulty in removing an implanted device, most grafters only have a select amount but they also become more focused on their selections which gives them additional abilities.
Teknology spells always require a material component and the Eschew Materials feat gives no benefit for teknology spells. Spells that don't list a material component use a harness or graft as a focus.
Students of teknology created harnesses that integrated a multitude of their creations allowing for ease of use. Users of these harnesses became known as tinkerers due to their daily habit of adjusting their harnesses by removing or applying new devices. They carry around a book of blueprints and constantly seek out new and innovative designs to add to their book.
Some gnomes weren't satisfied with wearing a harness, they wanted to integrate directly with their devices. They used their combined knowledge of medicine and teknology to graft machines into their bodies. These teknology users became known as grafters. Because of the difficulty in removing an implanted device, most grafters only have a select amount but they also become more focused on their selections which gives them additional abilities.
Teknology spells always require a material component and the Eschew Materials feat gives no benefit for teknology spells. Spells that don't list a material component use a harness or graft as a focus.