The Hidden Truth

Player > Class > Technomancer > Alternate > Cache Hacks (Su)

Cache Hacks (Su)

At 6th level, you can acquire a cache hack, a fundamental shift in the focus of your spell cache that alters the spells you can cast with the cache capacitor class feature. Choose one of the cache hacks described on page 93; your cache capacitor can hold the listed spells instead of those described on page 120 of the Core Rulebook.
Some of the cache hacks described below allow you to place spells with targets into your cache capacitor. These spells are marked with an asterisk (*). For such spells, you effectively gain the ability to cast the cached spell at will. You don’t need to make any decisions required for the spell in advance, but their duration expires normally. Reestablishing one of these spells requires only that you cast the spell again; you don’t need to spend 5 minutes reestablishing it. You can have only one instance of each spell active at a time, and casting the spell again causes the previous instance to automatically end, as if its duration had expired. After 24 hours, you lose the ability to cast the spell in your cache capacitor and effects produced by those spells immediately end, as if their duration had expired.
Aside from the change in the spell list and the changes listed above, your cache capacitor otherwise functions as described in the cache capacitor class feature. This alters cache capacitor.

Devastator’s Cache [LINK]

Starfinder Character Operations Manual p.93

The devastator uses their technomancy not for fame, fortune, or glory. Instead, the devastator use their spells to lay waste to their enemies.

First Slot (6th Level): jolting surge*, magic missile*, overheat*, supercharge weapon*.
Second Slot (12th Level): caustic conversion*, directed denial of strength attack*, inject nanobots*, or logic bomb*.
Third Slot (18th Level): arcing surge*, entropic grasp*, explosive blast*, or irradiate*.


Genehacker’s Cache [LINK]

Starfinder Character Operations Manual p.93

The genehacker uses their spell cache to fundamentally alter organisms, be it themselves, their allies, or their foes.

First Slot (6th Level): baleful polymorph* (1st level), keen senses, life bubble, or polymorph (1st level).
Second Slot (12th Level): baleful polymorph* (2nd level or lower), darkvision, polymorph (2nd level or lower), or spider climb.
Third Slot (18th Level): baleful polymorph* (3rd level or lower), flight (3rd level or lower), lesser resistant armor, or polymorph (3rd level or lower).


Holographic Artist’s Cache [LINK]

Starfinder Character Operations Manual p.93

The holographic artist uses their spell cache to paint the world around them with dazzling holograms and creatures that others can’t help but believe.

First Slot (6th Level): disguise self, holographic image (1st level), summon creature (1st level), or unseen servant.
Second Slot (12th Level): holographic image (2nd level or lower), invisibility*, mirror image*, or summon creature (2nd level or lower).
Third Slot (18th Level): displacement, holographic image* (3rd level or lower), nondetection, summon creature (3rd level or lower)


Junker’s Cache [LINK]

Starfinder Character Operations Manual p.93

The junker uses their spell cache to build incredible weapons, armor, and machines from scrapped parts.

First Slot (6th Level): detect tech, junk armor*, (1st level), junksword*, (1st level), or supercharge weapon*.
Second Slot (12th Level): junk armor*, (2nd level or lower), junksword*, (2nd level or lower), microbot assault*, or recharge*.
Third Slot (18th Level): handy junkbot*, healing junkbot*, junk armor*, (3rd level or lower), or junksword*, (3rd level or lower).

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