Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Biohacker | Envoy | Mechanic | Mystic | Nanocyte | Operative | Precog | Solarian | Soldier | Technomancer | Vanguard | Witchwarper

Main Details | Alternate Class Features | Archetypes | Class Builds | Magic Hacks

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.

Adaptable Spell Knowledge (Ex)

Source Character Operations Manual pg. 94
Level Required 5
Choose three technomancer spells that you do not know, each with a level equal to or less than the highest spell level you can cast. As a move action, you can add one of these spells to your list of technomancer spells known for 1 minute. If you have the cache capacitor class feature and you could add that spell to one of your cache capacitor’s slots, you can add the spell to your cache capacitor during this time to extend its duration as described by that class feature. You can use this ability multiple times each day, but each time you use it after the first in a single day, you must spend 1 Resolve Point. If you use adaptable spell knowledge again before the duration expires, you replace the previous spell with your new choice. Each time you gain a technomancer level, you can replace one spell you selected with this ability with another choice.