Cyberware: Cybereye Replacement Image

Arcane Powered: In order to maintain power to the cybereye systems, 2 spell levels' worth of magic are automatically consumed every day.  As such, the user of this system starts game without knowing how to disable vision modifiers to recover spell slots, or that magic is castable. Only Low-light vision is supplied in this manner.  Once the relationship between magic power and cybernetics is discovered, the user can "recharge" Ultrasound vision at a rate of 1 hour of use per spell level's worth of energy.  This energy is consumed in 1-minute increments.

Active Vision Modifiers

  • Low-Light Vision: Per the racial trait, out to 120 feet
  • Ultrasound: Provides 60-foot blindsight.

While both active vision mods are enabled, the wearer has advantage on all perception checks, passive or active.

Passive System Modifiers (Always Active)

  • Flare Compensation: Cannot be blinded from non-magical means
  • Image Link: Displays information stored in memory and supplies Head's-Up Display
  • Microscopic Vision: Adds +2 modifier to tasks involving precise or detailed work
  • Opticam: Enables photo/video capture for recording into memory
  • Protective Covers: Protec the eyeballs!
  • Retinal Clock: Always know what time it is
  • Vision Magnification (Optical 3): Enables ability to see at extreme distances with perfect clarity

If no spell levels are consumed to power the cybereyes in a given day, the entire system (including the Passive System Modifiers) is deactivated.

Cyberware: Cybereye Replacement Image