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.

Arcane Virus (Sp)

Source Starfinder #25: The Chimera Mystery pg. 52
Level Required 5
You can program a virus into a technological item or weapon that delivers a spell effect, similar to the effects of a spell gem, on the next individual to use the item. This process requires an uninterrupted minute of access to the item. You can create only an arcane virus of a spell you know that has a range of at least short and affects at least one target or has an area of effect, and you must expend an unused spell slot of the level of the spell you are programming into the virus. All of the spell’s variables are determined by your technomancer level at the time of its creation, and any decisions regarding its effect (such as with command) must be set when the virus is created. The arcane virus affects only the creature that triggered it, even if the original spell would affect more than one creature. An arcane virus remains active until it is triggered, until it is disabled, until you decide to end it as a standard action, or for 1 day per your technomancer level, whichever comes first. While the arcane virus is active, you cannot recover the used spell slot until the virus is triggered or deactivated. A user can detect an arcane virus before it is triggered with a successful Computers check (DC = 15 + your technomancer level + level of the spell) and disable it with a second Computers check (DC = 20 + your technomancer level + level of the spell).