Archives of Nethys

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

Biohacker | Envoy | Evolutionist | 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.

Critical Spells

Source Galactic Magic pg. 35
Level Required 11
As a move action, you can add one of the following critical hit effects to the next spell you cast this turn that requires an attack roll: arc, burn, corrode, deafen, knockdown, or staggered. Damage dealt by the arc, burn, or corrode effect equals 1d6 × the spell’s level. Any critical hit effect that allows for a saving throw uses your magic hack DC.