Cybermancers use a blend of technology and magic, combining raw firepower with advanced tech abilities. They excel at manipulating energy, controlling digital systems, and integrating high-tech weaponry into their combat style.
Cybermancers are often seen as cutting-edge combatants, their minds wired to the digital world. Allies appreciate their versatility, while enemies quickly learn to fear their ability to manipulate technology as easily as others swing a sword. However, some view them as overly reliant on their tech, vulnerable if cut off from their gadgets and power sources.
Any
Barred spell categories: Charm, Nature, Warding
Core Abilities
Memory: Your backbone for code/spell formulae, device schemas, and run-state tracking—vital for Magic Casting, Academics, Experimental Sciences, and Technological Sciences, and for orchestrating Tactical AI Systems (TAS) and Combat Assistance Platforms (CAP) cleanly in combat.
Strength: A direct amplifier for Pyromancy’s forceful, heat-driven expressions and close-range power plays; also helps when pairing fire magic with modern weapons in a high-tempo, tech-infused style.
Supporting Abilities
Reasoning: Precise targeting, safe sequencing, and real-time troubleshooting—great for shaping Cryomancy/Pyromancy effects and making the most of TAS/CAP plus your engineering-adjacent skill work (Technological/Experimental Sciences).
Quickness: Low-latency reactions, interrupts, and initiative—lets you hit TAS timings, pre-empt enemy actions, and sync casts with movement or ranged pressure during Magic Casting.
Important Abilities
Self Discipline: Steady interfaces and sustained channels—keeps complex casts and multi-step tech routines stable when the fight drags on.
Agility: Clean weapon handling and positional precision when you’re mixing elemental output with firearms or gadgets.
Intuition: Pattern-spotting in telemetry and enemy behavior; helps you choose the right school or module on the fly.
Creativity: Lateral problem-solving and improvised tech-magic combos when systems misbehave.
Minor Abilities
Constitution: Useful for long ops, but you’re not built to soak front-line punishment.
Presence: Output and control matter more than charisma for this kit.
Empathy: Limited impact on a tech-centric, elemental playstyle.
Boldness: Calculated lines beat bravado; you win with timing and control.