Magic hack

## MAGIC HACKS

You learn your first magic hack at 2nd level and an additional
hack every 3 levels thereafter. Magic hacks require you to be
a certain level and are organized accordingly. See page 119 for
more information on the magic hack class feature.

### 2nd Level

You must be 2nd level or higher to choose these magic hacks.

Countertech (Su)

As a reaction when you take damage from an attack by a
technological weapon or source within medium range that
specifically targets you, you can expend an unused spell slot
to disrupt the attack. With a spell slot of 1st to 5th level, you
can counter an attack from a technological weapon whose
item level is equal to or less than the level of the expended
spell slot × 3, to a maximum of your caster level. 6th-level
spell slots can counter any weapon with a level equal to
or less than your caster level. For example, at 2nd level,
you could expend a 1st-level spell slot to counter an attack
from a 1st- or 2nd-level weapon. To successfully counter
the attack, you must roll a countertech check (1d20 + your
caster level) with a DC equal to 11 + the weapon’s level. If the
countertech check succeeds, the attack deals half damage. If
the countertech check fails, the attack deals normal damage.
This magic hack only affects attacks that target you directly;
you cannot use countertech against attacks that target an
area or that target another person.

Empowered Weapon (Su)

As a move action, you can expend an unused spell slot to
reconfigure and enhance a weapon you’re wielding. Until the
start of your next turn, your attacks with the enhanced weapon
gain a bonus to attack rolls equal to the level of the spell slot
you expended. In addition, your attacks with that weapon deal
1d6 additional damage per level of the expended spell slot. This
damage is of the same type the weapon normally deals.

Energize Spell (Ex)

Once per day as a move action, you can use a battery or a
weapon’s power cell to power your spellcasting, enabling
you to cast one spell you know without using a spell slot.
This expends 20 charges per spell level from the battery or
power cell and requires you to touch the battery, power cell, or
weapon. You must cast the spell before the start of your next
turn, or the charges are wasted with no effect.

Fabricate Tech (Sp)

As a full action, you can expend an unused spell slot to
temporarily construct a piece of technological gear from raw
magic. You can create any single technological item with a
level equal to or less than the level of the expended spell slot
× 3, to a maximum of your caster level. The item appears in
your hands or in an adjacent square. You can use fuse spells
with this magic hack. The size of the item cannot exceed 10
bulk or Medium size, and the quality of the item is average.
Treat this as a spell of the same level as the expended spell
slot. For example, at 4th level, you could expend a 1st-level
spell slot to fabricate an item of up to 3rd level, or you could
expend a 2nd-level spell slot to fabricate an item of up to
4th level. The item persists for a number of minutes equal to
your technomancer level. At the end of this duration, the item
disappears. You can’t create armor, weapons, magic items, or
items with limited uses or charges (such as batteries, drugs,
or fuel) with this hack.

Harmful Spells (Ex)

When you cast an instantaneous spell that deals damage, you
can increase the spell’s damage by half your technomancer
level. This increased damage applies to all creatures damaged
by an area spell, but for spells that target multiple creatures
with multiple rays or other attacks (such as magic missile),
the increased damage applies only to a single ray or missile.
This increased damage doesn’t apply to ongoing damage
from the spell (such as bleed or burn). This magic hack
doesn’t increase ability damage or other spell effects, only
damage to Stamina Points or Hit Points.

Quick Scan (Su)

As a standard action, you can get a general sense of what
information is stored on drives or other digital storage media.
You must pass your hand in the air near the data source, but
don’t have to touch it or connect to it. The information you get
is very general, such as “financial records,” “military records,”
or “spells.” Getting detailed information requires interfacing
with the data more directly. If you attempt a quick scan on a
creature that stores its memories in a digital medium—to get
a sense of the memories stored in a robot, for example—the
target can attempt a Will save to negate the scan and prevent
you from trying against it again for 24 hours.

Robot Influence (Ex)

You can affect constructs, robots, and other creatures that
have the technological subtype with your mind-affecting
spells, even if they’re mindless or normally immune to such
effects. However, they receive a +2 bonus to their Will saves
against your mind-affecting spells.

Selective Targeting (Ex)

When you cast an instantaneous spell with an area effect,
you can shape the spell so it doesn’t affect one of your
allies. Choose one 5-foot square within the spell’s area to be
unaffected by the spell. At 5th level, you can spend 1 Resolve
Point to exclude any number of squares with this ability.

Spell Countermeasures (Ex)

You gain a +2 bonus to saving throws against spells and
other magical effects.

Technomantic Proficiency (Ex)

As a standard action, you can spend 1 Resolve Point to
temporarily learn how to use a weapon in combat. Choose a
single weapon; you gain proficiency with it (and any identical
weapon) for a number of minutes equal to your class level. Each
round you use the weapon reduces this magic hack’s duration
by 1 minute. For example, at 4th level, you could gain proficiency
with corona laser rifles for 4 minutes. If you fire such a weapon
for 2 rounds, you remain proficient with it for 2 more minutes.

### 5th Level

You must be 5th level or higher to choose these magic hacks.

Charging Jolt (Su)

As a move action, you can expend an unused spell slot to refill
charges in a weapon’s power cell. This requires you to touch
the weapon or its power cell. The power cell regains 10 charges
per spell level, up to its capacity. You can also use this ability
to jump-start or short out an electronic device, allowing you to
attempt an Engineering check to disable a device with a bonus
equal to double the level of the spell you expended

Debug Spell (Ex)

Any piece of code has bugs, but you can turn the bugs in
your spellcode into features. After rolling damage for an
instantaneous spell that deals Hit Point damage, you can spend
1 Resolve Point to reroll one die with a result of 1 (see page 243).
At 11th level, you can reroll up to two dice with a result of 1, and
at 17th level, you can reroll up to three dice with a result of 1.
For example, if you were 17th level and cast disintegrate, you
could spend 1 Resolve Point to reroll up to three dice that rolled
1s, after rolling and seeing how many 1s you rolled.

Distant Spell (Ex)

When you cast a spell with a range of close, medium, or long,
you can spend 1 Resolve Point to double its range. Spells
whose ranges are not defined by distance, as well as spells
whose ranges are not close, medium, or long, do not benefit
from this magic hack. If the spell affects an area, doubling its
range doesn’t alter the size of its area.

Extended Spell (Ex)

When you cast a spell, you can spend 1 Resolve Point to double
its duration. This has no effect on spells with a duration of
concentration, instantaneous, 1 round or less, or permanent,
nor can it increase a spell’s duration to more than 24 hours.

Fabricate Arms (Su)

As a full action, you can expend an unused spell slot to
temporarily construct a technological weapon or suit of armor
out of raw magic. You can create one suit of armor or weapon
with a level equal to or less than the level of the expended spell
slot × 3, to a maximum of your caster level. The item appears
in your hands, on your person, or in an adjacent square. You
can use fuse spells with this magic hack. A weapon can’t be
larger than two-handed, and the size of the item can’t exceed
10 bulk. The quality of the item is average for its type. Treat
this as a spell of the same level as the expended spell slot. For
example, at 10th level, you could expend a 3rd-level spell slot
to fabricate a weapon of 9th level or lower, or expend a 4thlevel
spell slot to fabricate a suit of armor of 10th level or lower.
The armor or weapon persists for a number of rounds equal to
your technomancer level. At the end of this duration, the item
disappears. You are proficient with (but not specialized in) any
weapons you create with this ability. You can’t create magic
items, weapons made from a special material, or weapons that
are expended with use (such as arrows, grenades, or missiles)
with this magic hack.

Magic Negation (Sp)

As a standard action, you can spend 1 RP to temporarily suppress
magic, as if using dispel magic. Choose either an ongoing spell
or a magic item within 30 feet of you. The magical effects of
the spell or magic item are suppressed for 1d4 rounds, and then
they return. If the spell’s level is higher than you can cast or the
item’s caster level is greater than yours, you can’t suppress it. If
you target a spell affecting a creature, the creature can attempt
a Will save to stop you from suppressing the spell.

Spell Grenade (Sp)

D You can spend 1 Resolve Point to store a spell with a range of
touch in a grenade, allowing you to affect a target within the
grenade’s blast radius with the spell. Casting a spell with spell
grenade uses the spell’s standard casting time, and throwing
the spell grenade is a standard action. You must throw
the grenade before the end of your next turn, or the spell
is wasted. You are considered proficient with the grenade
for this attack. Choose a single target within the grenade’s
blast radius; that target is affected by the spell as if you had
successfully touched it. The grenade goes off as normal, with
all of its usual effects within its blast radius. If you miss the
targeted intersection with the grenade, you must choose a
target within the grenade’s new blast radius. If there are no
suitable targets within the grenade’s blast radius, the spell is
wasted. Spells whose ranges are not touch don't benefit from
this magic hack.

### 8th Level

You must be 8th level or higher to choose these magic hacks.

Diviner’s Tap (Su)

You can hack a computer to set up magical surveillance. This
takes 10 minutes and requires a successful Computers check
against the device’s DC. If you fail, you can’t try again on the
same device. On a success, your tap lasts for a number of days
equal to your caster level. You can program your tap either to
give you general information about user activity on the device
or to receive a mental alarm when a user accesses or transmits
data about a specific topic (getting an idea of the information
found). For instance, a user might hold a video call to talk about
your exploits. If you chose to receive general information, you
might know that a video call took place but not the call’s topic.
If you chose to have the tap receive an alarm when the topic is
you, you’d get the gist of the conversation (but not a complete
transcript). Setting up a new diviner’s tap ends the duration of
any previous one still in effect.

Flash Teleport (Sp)

As a move action, you can spend 1 Resolve Point to teleport up
to 30 feet. You must have line of sight to your destination. This
movement doesn’t provoke attacks of opportunity.

Mental Mark (Su)

When an enemy fails a Will save against one of your
technomancer spells, it takes a –2 penalty to saving throws
and AC for 1 round. When an enemy succeeds at a Will save
against one of your technomancer spells, it takes a –1 penalty
to saving throws against your spells for 1 round. A creature can
take only one penalty from a mental mark at a time.

Spellshot (Sp)

You can cast an area spell with a casting time of 1 standard
action or less through a ranged weapon, allowing you to use
the weapon’s range rather than the spell’s range. You must
target a single creature with your attack, and the spell’s area
is centered on that creature, or originates at the creature’s
location for a cone or line effect (oriented in whichever
direction you choose), even if the spell would normally
be centered on or originate from a point. You can fire the
weapon as part of the standard action to cast the spell. You
must fire the weapon during the round that the casting is
completed, or the spell is wasted. If the attack misses, the
spell is wasted. Spells with an emanation effect that would
be centered on you don’t benefit from this magic hack.

Tech Countermeasures (Su)

As a move action, you can spend 1 Resolve Point to make it
more difficult for enemies to target you with technological
weapons for 1 round. Until the start of your next turn,
as a reaction just before an enemy attacks you with a
technological weapon, you can force that enemy to roll the
attack twice and take the lower result; if the weapon allows
a Reflex save instead of requiring an attack roll, you instead
gain the benefit of evasion (as the operative’s class feature;
see page 93) against the attack. This magic hack has no
effect on spells that target you or on weapons or attacks that
are not technological in nature.

Widened Spell (Ex)

D When you cast a spell with a burst, emanation, or spread,
you can spend 2 Resolve Points to double its radius. For
instance, a spell with a 30-foot burst would have a 60-foot
burst instead. Spells that don’t have an area of one of these
three types are not affected by this magic hack.

### 11th Level

You must be 11th level or higher to choose these magic hacks.

Countertech Sentinel (Su)

You can spend 1 Resolve Point to use your countertech magic
hack to counter a direct attack against an ally within 15
feet. You can't use countertech sentinel against attacks that
target an area. You must have the countertech magic hack to
choose this magic hack.

Eternal Spell (Ex)

Choose one 1st-level spell you know from the list of
technomancer spells in the Starfinder Core Rulebook. You can
cast it at will, as though it were a 0-level spell. It still counts
as one of your 1st-level spells known, not one of your 0-level
spells known. You can choose a 1st-level spell from a source
other than the Core Rulebook with the GM’s permission.

Reboot Mind (Su)

You can free someone from magical mental control or
conditions. As a standard action, you can spend 1 Resolve
Point and touch a willing creature. This restarts the subject’s
brain, ending all mind-affecting effects affecting it, as well
as all conditions that could be removed by greater remove
condition that were imparted on the creature by mindaffecting
effects, but the subject becomes stunned until the
end of its next turn. Once you reboot a mind, you can’t use
this ability again for 24 hours.
You can attempt to reboot the mind of an ally who is
unwilling due to the influence of a mind-affecting effect. In
this case, the ally can attempt a new saving throw against the
effect at the same DC. If she succeeds, the ally can allow her
mind to be rebooted, but if she fails, you waste the expended
Resolve Point and action.
You can use this ability to reboot your own mind. If you’re
unable to take actions, you can reboot your mind without
spending actions, but it must be the first thing you do on your
turn, and you are stunned until the end of your next turn.

Seeking Shot (Su)

As a standard action, you can spend 1 Resolve Point to fire a
single shot from a ranged weapon at a target known to you
within range. The shot travels to the target, even around
corners. Only an unavoidable obstacle or the limit of the
weapon’s range prevents the shot from reaching the target.
This ability negates cover and concealment modifiers, but
otherwise the attack is rolled normally.

### 14th Level

You must be 14th level or higher to choose these magic hacks.

Phase Shot (Su)

As a standard action, you can spend 1 Resolve Point to fire a
single shot from a ranged weapon at a target known to you
within range. The shot travels straight to the target, passing
through any nonmagical barrier in its way, ignoring hardness
and Hit Points (any magical barrier, such as a wall of force,
stops the shot). This ability negates cover and concealment
modifiers, but otherwise the attack is rolled normally.

Quickened Spell (Ex)

You can cast a spell as a move action. You can spend 2 Resolve
Points to cast a quickened 0-level spell or 4 Resolve Points to
cast a quickened 1st-level spell. You can quicken only spells
with a casting time of 1 full action or shorter. At 16th level, you
can spend 6 Resolve Points to cast a quickened 2nd-level spell.

Rain of Fire (Su)

Once per day as a full action, you can spend 2 Resolve
Points to shoot a ranged weapon at multiple targets within
range; the maximum number of targets is equal to half your
technomancer level or the number of shots in your weapon,
whichever is lower. Each attack uses your highest attack
bonus, and each enemy can be targeted only by a single shot.

Spell Library (Ex)

You gain one extra spell known for each level of spell you
can cast. You must choose the new spells when you gain this
magic hack. If you gain access to a higher level of spell after
choosing this hack, you gain one extra spell known for that
spell level.