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Player > Class > Technomancer > Magic Hacks

Technomancer 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.

2nd level

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

Countertech (Su) [LINK]

Starfinder Core Rulebook p.120

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) [LINK]

Starfinder Core Rulebook p.121

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) [LINK]

Starfinder Core Rulebook p.121

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) [LINK]

Starfinder Core Rulebook p.121

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) [LINK]

Starfinder Core Rulebook p.121

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) [LINK]

Starfinder Core Rulebook p.121

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.


Recode Gem (Su) [LINK]

Starfinder Armory p.156

You can alter the spell contained within the encoded lattices of a spell gem. This requires 1 minute of uninterrupted concentration. You hijack the power within the gem by inserting your own spellcode, replacing the spell originally encoded within the gem with one of your spells known of an equal or lower level. You can’t insert a replacement spell with expensive material components or that requires the expenditure of Resolve Points unless the original spell required components of equal or greater value or the same amount of Resolve Points. If you use this ability on a compound spell gem, it affects only one spell contained within the gem, leaving the other spell or spells intact. Once you have used this ability, you cannot recode another spell gem until you rest for 10 minutes and expend 1 Resolve Point to regain Stamina Points.


Robot Influence (Ex) [LINK]

Starfinder Core Rulebook p.121

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) [LINK]

Starfinder Core Rulebook p.121

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) [LINK]

Starfinder Core Rulebook p.121

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


Summon Cache (Sp) [LINK]

Starfinder Armory p.156

As a standard action, you can teleport your spell cache to your hand, even if another creature is currently holding it. This ability functions across any distance, as long as your spell cache is on the same plane as you, though it can’t teleport through effects that prevent teleportation. You can choose this magic hack only if your spell cache is an item.


Technomantic Proficiency (Ex) [LINK]

Starfinder Core Rulebook p.121

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) [LINK]

Starfinder Core Rulebook p.121

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) [LINK]

Starfinder Core Rulebook p.122

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) [LINK]

Starfinder Core Rulebook p.122

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.


Enchanted Fusion (Su) [LINK]

Starfinder Armory p.156

As a standard action, you can expend an unused spell slot to temporarily grant the effects of a weapon fusion to a weapon that you touch. When you activate this ability, choose from the following weapon fusions: flaming, frost, ghost killer, merciful, or shock. If you expend a spell slot of 4th, 5th, or 6th level, you gain the ability to choose either the corrosive or thundering fusion. The weapon gains the chosen fusion for a number of rounds equal to the level of the spell slot you expended. The weapon can’t gain a fusion it already has or one that can’t be applied to a weapon of its type, but this bonus fusion doesn’t count toward the maximum total level of fusions the weapon can have at once. You must have the empowered weapon magic hack to choose this magic hack.


Extended Spell (Ex) [LINK]

Starfinder Core Rulebook p.122

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) [LINK]

Starfinder Core Rulebook p.122

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) [LINK]

Starfinder Core Rulebook p.122

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) [LINK]

Starfinder Core Rulebook p.122

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) [LINK]

Starfinder Core Rulebook p.122

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.


Fabricate Explosive (Sp) [LINK]

Starfinder Armory p.156

As a full action, you can expend an unused spell slot to concentrate its magical power into a grenade-like matrix of volatile energy. This fabricated explosive can mimic any grenade with an item level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. This grenadelike item remains a spell-like ability with a spell level equal to the level of the spell slot you expended, and it cannot be augmented or affected by abilities that affect technological devices or weapons. This explosive is unstable; only you can use it, and you must throw it within a number of rounds equal to the level of the expended spell slot or it dissipates harmlessly. You are considered proficient with the grenade for this attack. Once you have used this ability, you can’t use it again until you rest for 10 minutes and expend 1 Resolve Point to recover Stamina Points.


Flash Teleport (Sp) [LINK]

Starfinder Core Rulebook p.122

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) [LINK]

Starfinder Core Rulebook p.122

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) [LINK]

Starfinder Core Rulebook p.122

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) [LINK]

Starfinder Core Rulebook p.123

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) [LINK]

Starfinder Core Rulebook p.123

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) [LINK]

Starfinder Core Rulebook p.123

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) [LINK]

Starfinder Core Rulebook p.123

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) [LINK]

Starfinder Core Rulebook p.123

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) [LINK]

Starfinder Core Rulebook p.123

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) [LINK]

Starfinder Core Rulebook p.123

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) [LINK]

Starfinder Core Rulebook p.123

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) [LINK]

Starfinder Core Rulebook p.123

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) [LINK]

Starfinder Core Rulebook p.123

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.


17th level

You must be 17th level or higher to choose these magic hacks.

Phasing Spellshot (Sp) [LINK]

Starfinder Armory p.156

When you use your spellshot magic hack, you can spend 1 Resolve Point as a part of casting the spell to allow the attack to travel straight to the target, passing through any nonmagical barrier in its way, ignoring hardness and Hit Points (although 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. You must have the spellshot and phase shot magic hacks to select this magic hack.

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