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.

Enhance Illumination (Su)

Source Starfinder Enhanced pg. 78
Level Required 2
As a standard action, you can funnel magical energy into a technological light source within 100 feet. The area that light source illuminates is doubled. At 8th level, you can also cause the light source to increase the light level in its illuminated area by an additional step. At 14th level, the area is quadrupled. This effect lasts for 1 hour, and the maximum number of devices you can affect at one time equals your Intelligence modifier; if you exceed this limit, your oldest use of the magic hack ends. You can’t affect a specific light source with this magic hack more than once every 24 hours.
At 5th level, during the duration of this effect, you can spend 1 Resolve Point to cause an affected light source to pulse with extra light; each creature except for you within 30 feet of the light source must succeed at a Reflex save or be dazzled for 1d4 rounds. You can’t do so again until you spend a Resolve Point to regain Stamina after a 10-minute rest.