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
Drone


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.

Spell Glitch (Sp)

Source Drift Crisis pg. 46
Level Required 11
As a standard action, you can infect an ongoing spell with a virulent spellcode that swiftly degrades the magic. To infect it, you must be aware of the spell and able to touch the area, creature, or object affected by the spell. As part of the infection, attempt a caster-level check (1d20 + your caster level) with a DC equal to 11 + the spell’s caster level. If you succeed, the spell glitches for a number of rounds equal to your Intelligence modifier. At the end of each of your turns while the spell is glitching, there is a 25% chance the spell ceases to function until the end of your next turn. If a spell ceases to function 2 consecutive rounds in this way, you can attempt a second caster-level check against the same DC, dispelling the spell as dispel magic if you succeed. Once you have targeted a spell with this magic hack, the spell becomes immune to further uses of spell glitch for 24 hours.