TEXT: Dragonstar Spellware
  All text contained in this document was authored by Greg Benage
  and was previously published in the 2001 Dragon Annual. It has been
  designated Open Content.
  Implant Spellware [item creation]
  Prerequisites: Spellcaster level 5th+, Technical Proﬁciency
  Beneﬁt: You can create any spellware whose prerequisites you meet. Im-
  planting a spellware enhancement in a patient takes 1 hour for each 1,000 credits
  in its price and costs half its price in raw materials, supplies, and equipment.
  The recipient of the spellware must spend 1/25 of the enhancement’s price in
  XP.
  You can also upgrade certain enhancements. Doing so costs half the XP,
  half the materials, and half the time it would take to implant the spellware in
  the ﬁrst place.
  Some spellware enhancements cost extra credits or XP as noted in their de-
  scriptions. These costs are in addition to those derived from the enhancement’s
  base price. You must pay this cost to implant or upgrade the spellware.
  Technical Proﬁciency [general]
  You either hail from or have lived in a technologically advanced civilization for
  a signiﬁcant period of time.
  Beneﬁt: You can use common high-tech weapons, computers, vehicles, and
  other complex or specialized equipment with the appropriate training.
  Normal: Without this feat a character cannot use high-tech devices with-
  out instruction. Such characters cannot choose feats or learn skills that have
  Technical Proﬁciency as a prerequisite.
  Special: This feat is typically not chosen when a character is eligible to
  select a new feat. Characters who hail from a high-tech civilization such as the
  Dragon Empire gain this feat for free when they are created. Characters from
  Outlands worlds may take it from free once they have spent one full level gaining
  experience with advanced technology. A character could meet this requirement
  by adventuring in the Empire, training at an imperial enclave on an Outlands
  world, or traveling with others who are equipped and experienced with high
  technology.
  1
  
  Spellware Enhancements
  Antitoxin:
  Runic surgery and arcane organ augmentation render the character immune to
  all natural poisons, toxins, and venoms. The spellware has no eﬀect on magical
  or supernatural poisons. Caster Level: 7th; Prerequisites: Implant Spellware,
  neutralize Poison; Market Price: 84,000cr; Check DC: 18 (sophisticated).
  Aquaform:
  This full-body modiﬁcation is popular with sailors, divers, explorers and others
  who routinely operate in marine environments. The procedure involves exten-
  sive runic surgery and biomodiﬁcation of the character’s respiratory system and
  body. The character’s lungs are imbued with the ability to extract oxygen from
  water as well as air. The ability operates continuously and the character can
  remain submerged indeﬁnitely without fear of drowning. The character’s hands
  and feet are lengthened, and webbing formed from cloned tissue is implanted
  between the digits. The character is considered a native of marine environments
  and is able to swim at a speed of 30 feet. The character gains a +8 circum-
  stance bonus on any Swim check to perform some special action or maneuver.
  The character can always choose to take 10 when swimming, even if rushed
  or threatened. The character also can use the run action while swimming as
  lang as he swims in a straight line. For practical purposes, a character with
  the aquaform enhancement is limited to an eﬀective depth of about 500 feet:
  and deeper and the absence of light and extreme cold requires further spell-
  ware enhancements, such as darkvision and elemental resistance. Caster Level:
  5th; Prerequisites: Implant Spellware, alter self, water breathing; Market Price:
  37,500cr; Check DC: 18 (sophisticated).
  Aura Mask:
  For people in covert or criminal occupations, protection from alignment-divination
  magic is often crucial. This enhancement operates continuously, and its eﬀect
  is identical to an undetectable alignment spell. The downside of the aura mask,
  of course, is that a concealed alignment can often be as revealing as one that
  isn’t. Rumors suggest that select ISPD agents are given spellware that oper-
  ates as a misdirection spell, allowing them to redirect and deceive divination
  spells at will. Caster Level: 3rd; Prerequisties: Implant Spellware, undetectable
  alignment; Market Price: 18,000cr; Check DC: 18 (sophisticated).
  Biosculpting:
  This enhancement involves cosmetic surgery, modiﬁcation, and arcane biother-
  apy. The procedure oﬀers a signiﬁcant improvement in the character’s physical
  appearance and parson appeal. The character gains a +2 enhancement bonus
  to all Charisma checks and Charisma-based skill checks.
  Caster Level: 3rd;
  2
  
  Prerequisites: Implant Spellware, change self; Market Price: 3000cr; Check DC:
  15 (average).
  Boosted Reﬂexes:
  Pilots, soldiers, operatives, criminals, and others who rely on their reﬂexes to
  survive often favor the boosted reﬂexes enhancement. Runic surgery and tissue
  modiﬁcation enhance major neural pathways, allowing nerve impulses to travel
  faster and with greater coordination. Boosted reﬂexes grant the character a
  +2 enhancement bonus on initiative checks and increases his speed by 10 feet.
  Caster Level: 5th; Prerequisites: Implant Spellware, cat’s grace, expeditious
  retreat; Market Price: 13,500cr; Check DC: 20 (complex).
  Darkvision:
  The character’s eyes and optic nerves are modiﬁed and enchanted through runic
  surgery. The subject gains the ability to see 60 feet even in total darkness.
  Darkvision is black and white only but is otherwise like normal sight.
  This
  enhancement does not grant the character the ability to see in magical darkness.
  Caster Level: 3rd; Prerequisites: Implant Spellware, darkvision; Market Price:
  18,000cr; Check DC: 15 (average).
  Dermal Armor:
  Runic surgery is used to modify and reinforce the character’s skin and muscle
  tissues. The character gains damage reduction 10/+1. It is rumored that the
  empire has developed more sophisticated versions of this spellware enhancement,
  but they are thought to be reserved for the elite troops of the Imperial Legions.
  Caster Level: 12th; Prerequisites: Implant Spellware, stoneskin; Market Price:
  84,000cr: Check DC: 18 (sophisticated).
  Doppelganger:
  This full-body modiﬁcation requires extensive runic surgery and arcane tissue
  grafts. The character gains the ability to alter his appearance as if he were
  the target of a change self spell. Activating the spellware is a move-equivalent
  action. The magic aﬀects not only the character’s body but also his clothing,
  armor, weapons, and equipment. The character can alter his height by up to
  1 foot, can look fatter or slimmer, and can manipulate other minor physical
  traits. The character cannot alter his apparent body type. The eﬀect is an
  illusion (glamer) and does not alter the perceived tactile or audible properties
  of the character or his possessions. Doppelganger spellware therefore will not
  fool advanced security systems, such as voiceprint analyzers or thumbprint scan-
  ners. If the character uses the doppelganger modiﬁcation in conjunction with
  a disguise, he gains a +10 circumstances bonus to the Disguise check.
  The
  eﬀect lasts until the character deactivate it. The illusion can be maintained
  even while the character is asleep or unconscious, but it drops if the user dies.
  3
  
  Caster Level: 5th; Prerequisites: Implant Spellware, change self; Market Price:
  15,000cr; Check DC: 18 (sophisticated).
  Elemental Resistance:
  This enhancement is a must-have for soldiers, adventurers, and law enforcement
  oﬃcers who routinely come under ﬁre from high-tech energy weapons. Runic
  surgery and biomodiﬁcation imbue the character’s body with the ability to
  disperse one type of harmful elemental energy. The character can ignore up to 12
  points of damage per round from this energy type. The character must select
  the energy type before the procedure is performed.
  Multiple enhancements
  that protect against diﬀerent energy types can be implanted, but each must
  be purchased separately. Caster Level: 5th; Prerequisites: Implant Spellware,
  resist elements; Market Price: 18,000cr; Check DC: 20 (complex).
  Enhanced Strength:
  Genetically engineered tissue implants and arcane runic surgery signiﬁcantly
  increase the character’s physical strength. The character gains a +2 enhance-
  ment bonus to his Strength score. Caster Level: 5th; Prerequisites: Implant
  Spellware, bull’s strength; Market Price: 6,000cr; Check DC: 15 (average).
  Flight:
  This full-body spellware enhancement imbues the character with the ability of
  ﬂight as if her were the subject of a ﬂy spell. The character can ﬂy with a
  speed of 90 feet (60 feet if the character wears medium or heavy armor). The
  character can ascend at half speed and descend at double speed. The ﬂying
  subject’s maneuverability rating is good. Using the ﬂy enhancement requires as
  much concentration as walking, so the subject can attack or cast spells normally.
  The ﬂier can charge but not run, and it cannot carry aloft more weight than than
  its maximum load, plus any armor it wars. The ability to ﬂy is based on magic
  rather than aerodynamics, so it is unaﬀect by environmental variables such as
  atmospheric pressure and gravity. A character with the ﬂight enhancement can
  ﬂy in the vacuum of deep space or in the gravity well of a gas giant. Caster
  Level: 5th; Prerequisites: Implant Spellware, ﬂy; Market Price: 45,000cr; Check
  DC: 18 (sophisticated).
  Retractable Claws:
  Those with the retractable claws spellware enhancement possess a set of six-
  to-eight inch long razor-sharp talons, usually crafted of high-tech carbon ﬁber
  or titanium, implanted into bioengineered sheaths in one of their hands and
  forearms. When retracted into their sheaths, self-sealing openings conceal the
  blades within the forearms. Retracting or extending the claws is a partial action
  that does not provoke attacks of opportunity. Retractable claws are considered
  light weapons. The wielder cannot hold anything in the same hand she uses
  4
  
  to made retractable claw attack.
  Caster Level: 3rd; Prerequisites: Implant
  Spellware, alter self; Market Price: 3,000cr; Check DC: 12 (simple).
  Weapon: Retractable Claws
  Damage: 1d6
  Critical: x2
  Range: -
  Size: S
  Weight: 3lb
  Type: Slashing
  Spell Resistance:
  Delicate and time-consuming arcane biotherapy renders the character resistant
  to magic spells. The character gains SR 15. Caster Level: 9th; Prerequisites:
  Implant Spellware, spell resistance; Market Price: 67,000cr; Check DC: 20 (com-
  plex).
  Translator:
  This enhancement involves extensive arcane modiﬁcation of the speech centers
  of he character’s brain. The spellware functions just as if the character were
  the subject of a tongues spell.
  It grants the character the ability to speak
  and understand the language of any intelligent creature, whether it is a racial
  tongue or a regional dialect. The character can speak only one language at a
  time, although he may be able to understand several languages. The translator
  enhancement does not enable the subject to speak with creatures that don’t
  speak. The character can make himself understood as far as his vice carries.
  The spell does not predispose any creature addressed toward the subject in
  any way. Caster Level: 5th; Prerequisites: Implant Spellware, tongues; Market
  Price: 45,000cr; Check DC: 20 (complex).
  Trauma Symbiote:
  A living organism implanted in the character’s abdomen, the trauma symbiote
  imbues its host’s body with its own life force. This magical energy protects the
  host’s body from all forms of physical injury, providing the host with 20 extra
  hit points. Damage taken by the host is applied to the symbiote] ﬁrst. If the
  symbiote drops below 0 hit points, it is dying. The player must roll each round to
  stabilize the trauma symbiote, otherwise it loses 1 hit point. If it reaches -10 hit
  points, it dies. The symbiote can be healed normally, including by natural and
  magical healing. The trauma symbiote heals 2. Hit points per day regardless of
  the user’s level of activity. A character may never have more than one trauma
  symbiote at any one time. Caster Level: 12th; Prerequisites: Implant Spellware;
  Market Price: 9,000cr; Check DC: 10 (routine).
  5
  
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SOURCE: textdata/thevault/Dragonstar/Supplementary/Spellware.pdf