The following hacks can be selected at character creation.
Prerequisite: Spellcraft 1, Technomancer Tradition
Effect: As a standard action, you can touch a computer and flood it with anima to erode its internal security. Make a Ritual Channel check, and force all the anima you generate into the computer. You reduce the DC to Hack, Defeat Security and Degrade System based on the amount of anima you flood the system with.
Prerequisite: Spellcraft 1, Technomancer Tradition
Effect: As a move action, you can touch a vehicle and grant it magical enhancements. Make either a Ritual Channel check, and force all the anima you generate into the vehicle. You increase the speed of the vehicle by 1 Range, and increase the vehicle's armor by 1 for a number of rounds equal to the amount of anima you channeled into the vehicle. If you are driving the vehicle, you gain a +2 bonus to all drive checks while this ability is active. When the effect ends, the vehicle takes damage equal to the amount of anima you forced through it as the wear-and-tear of being forced into overdrive takes effect.
Prerequisite: Spellcraft 1, Technomancer Tradition
Effect: You can spend 1 anima to touch a firearm with the automatic trait, or a heavy weapon and channel anima into its ammunition. For the next 5 rounds, any area-of-effect attacks made with that weapon ignore all allies in the area. This only affects direct attacks made by the weapon, and not lingering effects, such as a smoke cloud from a smoke grenade.
Prerequisite: Spellcraft 1, Technomancer Tradition
Effect: You use your Technomancy focus to determine all the potential outcomes and variables of your next magical attack to ensure near hits. The next spell attack check you make targets the opponent's Dodge defence instead of its usual defence.
Prerequisite: Spellcraft 1, Technomancer Tradition
Effect: You can attempt to dispel a polymorph or Veiling ability affecting a target by hacking the underlying systems of reality that have assigned them to that shape. Expend 1 Anima to make a Spellcraft check against the DC of the polymorph ability affecting the target. For a Veiling or natural shapeshifting, the DC is equal to the target's Willpower defence.
If you succeed, the target is locked into their default form 1 minute. Shifters shift into their homonid form.
Prerequisite: Spellcraft 1, Technomancer Tradition
Benefit: You charge up the weapon you're wielding with arcane energy. Make either a Ritual Channel check, and force all the anima you generate into the weapon. Your weapon gains a bonus to damage equal to the amount of anima you charged it with until the end of your next turn.
Prerequisite: Spellcraft 1, Technomancer Tradition
Benefit: You tap into the electrical network around you. Make an Spellcraft check with a DC equal to 15+twice the level of the Spell you're trying to cast while touching a power outlet, car battery, or another significant source of electrical energy. If you succeed, you can cast the spell without expending any anima or needing to channel. However, you completely drain most portable batteries, and you cause a local brownout if you tap into the electrical grid, preventing you from channelling from it again for 1 minute. Multiple uses of Energize Spell in quick succession may actually cause a full blackout.
Prerequisite: Spellcraft 1, Technomancer Tradition
Benefit: When you deal damage to a creature in Close Range to you can convert some of that creature's vital energies into electrical power. After dealing damage, you can spend 1 Action and 1 Anima to recharge one small battery you are carrying fully.
Prerequisite: Spellcraft 1, Technomancer Tradition
Benefit: You can expend 1 point of anima to create a simple tool out of raw magic. You can create any Tool with a Purchase DC of less than 10, and a Bulk of 5 or lower. The item appears in your hands or an adjacent space, as desired. The item persists for a number of minutes equal to your ranks in Spellcraft. You cannot create tools that also function as armor, weapons, talismans, or items with limited charges (such as a bottle of painkillers or a battery).
Prerequisite: Spellcraft 1, Technomancer Tradition
Benefit: You can spend 1 point of Anima to become proficient with a weapon you are wielding temporarily. This proficiency lasts until the end of the scene.
Prerequisite: Spellcraft 1, Technomancer Tradition
Benefit: You can insert a spell into a particular technological device so that you can activate it by pressing a certain key or icon. During the spellcasting process, you can increase the cast time by 1 Action. The spell does not trigger at the end of the casting. Instead, the spell remains in the device you programmed until you next take a long rest.
You can activate the spell, completing its casting, as a single action that costs 1 Anima so long as you can reach the device you programmed the spell into.
You only store as many spells as programmed spells equal to half your ranks in Spellcraft (rounded down).
Prerequisite: Spellcraft 1, Technomancer Tradition
Effect: By passing your hand near a device or drive, and spending 1 Anima, you gain a rough idea of the type of information stored on it. You do not have actually to touch the device to gain information about it. The information about the data you get is general, such as "financial records," "photos" or "government information."
Prerequisite: Spellcraft 1, Technomancer Tradition
Effect: You can use anima to scramble the inner workings of a trap you are aware of and can touch part of. Make either a Rote Channeling or Ritual Channel check, and force all the anima you generate into the trap. The DC needed to avoid this trap or use Disable Device on it is decreased by the amount of anima you forced into the device.
Prerequisite: Spellcraft 1, Technomancer Tradition
Effect: You can spend 1 Anima to create a temporary shimmering barrier that makes it more difficult to affect you or those Behind you with spells. You, and anyone behind you, gain a +2 bonus to defences against spells and supernatural abilities. This benefit lasts until the start of your next turn.
Advanced Hacks require a more experienced technomancer to unlock, and must be bought with the Additional Hack feat.
Prerequisite: Spellcraft 13, Technomancer Tradition
Effect: You can invest your aura with anima, empowering it to absorb or deflect energy. Make either a Rote Channeling or Ritual Channel check, and force all the anima you generate into your aura. Your gain resistance to one type of Energy equal to your ranks in Spellcraft for a number of rounds equal to the anima you channeled into your aura. Your Adaptive Aura can only grant resistance to one type of Energy at a time. Reactivating this ability overrides the previous instance of Adaptive Aura.
Prerequisite: Spellcraft 5, Technomancer Tradition
Effect: You can program an occult virus into a technical device so that the next time someone tries to use the device, they trigger the spell in it. You must have one minute of uninterrupted access to the item, and spend an amount of anima equal to what would be needed to cast the spell. You cannot use temporary anima to create an arcane virus. You can only create an arcane virus from a spell that you know which has a range of Close and affects either one target or an area.
The spell's variables are determined by your abilities at the time of the virus' creation. If the spell has multiple options, such as a Command spell, you choose those options during the programming as well.
If the spell would normally have more than one target, it only targets the individual who triggered it.
The Arcane Virus remains active until it is triggered, until it is disabled, or 1 day per your ranks of Spellcraft pass. While the arcane virus is active, you cannot regain the Anima you expended to create it.
A user can detect the Arcane Virus before it is triggered with a successful Computer Science check (DC=15+your ranks in Spellcraft), and disable it with a second Computer Science check (DC=20+your ranks in Spellcraft+level of the spell).
Prerequisite: Spellcraft 5, Technomancer Tradition
Effect: Every piece of code has bugs, and your spells are just incredibly complex codes. During the spellcasting process of a damaging spell with a duration of instantaneous, you can increase the cast time by 1 Action and spend 1 Anima to debug the spell. When you roll for that spell's damage, you can reroll any dice with a result of 1. You must take the result of the reroll, even if the result is also a 1.
When you reach 11 ranks in Spellcraft, you can spend 2 Anima to reroll any dice with a result of 1 or 2. When you reach 16 ranks in Spellcraft, you can spend 3 Anima to reroll any dice with a result of 1, 2 or 3.
Prerequisite: Spellcraft 9, Technomancer Tradition
Effect: You can hack a computer to set up magical surveillance. This takes 10 minutes and requires a successful Computer Science check to Hack the Device. If you fail, you cannot try to place a Diviner's Tap on the device for the remainder of the Chapter. On success, the tap lasts for a number of days equal to your ranks in Spellcraft.
You can program your tap to either give you general activity about user activity on the device, or to recieve a mental alarm when a user accesses specific data.
Setting up a new Diviner's tap ends the duration of any previous tap still in effect.
Prerequisite: Spellcraft 5, Technomancer Tradition
Effect: You modify the variables of your spell, changing the energy of the damage it deals. During the spellcasting process of a damaging spell, you can increase the cast time by 1 Action and spend 1 Anima to alter the type of damage inflicted as follows:
Acid spells now deal electric damage.
Arcane spells now deal force damage.
Bludgeoning spells now deal slashing damage.
Cold spells now deal fire damage.
Electric spells now deal acid damage.
Fire spells now deal cold damage.
Force spells now deal arcane damage.
Psychic spells now deal sonic damage.
Radiant spells now deal void damage
Slashing spells now deal bludgeoning damage.
Sonic spells now deal psychic damage
Void spells now deal radiant damage.
Prerequisite: Spellcraft 13, Spell Cache, Technomancer Tradition
Effect: Your spell cache can store a second spell. You can add the following spells to the list of spells you can active; darkvision, life bubble or spider climb.
Prerequisite: Spellcraft 5, Technomancer Tradition
Effect: Whenever you cast a spell with a duration of Concentration, you can spend 1 Anima point to transfer the concentration process to a programming loop in your Technomancy focus. If the spell has a maximum duration, your focus will maintain the concentration to the focus' duration. Otherwise, your focus maintains the spell until you interrupt the program.
While your focus is maintaining concentration, you cannot cast another spell from the same sphere as the sphere your focus is maintaining. Attempting to do so will immediately end the spell your focus is maintaining.
Prerequisite: Spellcraft 5, Technomancer Tradition
Effect: You can spend 1 Point of Anima to glitch yourself through reality, allowing you to move in unpredictable ways, as follows:
Move 1 Range. You ignore all difficult terrain, and you do not provoke attacks of opportunity in any space you leave or pass through/ You do provoke an attack of opportunity in the space you reappear in.
Pass through up to 1 foot of solid matter as if you were incorporeal.
Prerequisite: Spellcraft 9, Technomancer Tradition
Effect: You can invest your aura with anima to disguise your appearance. Make either a Rote Channeling or Ritual Channel check, and force all the anima you generate into your aura. So long as you don't move or take physical actions for 1 round, you gain Concealment until you next take a physical action. Holographic Camouflage lasts 1 minute per point of anima invested in it.
Prerequisite: Spellcraft 9, Technomancer Tradition
Effect: When a creature fails a Resolve check against one your spells, they take a -2 penalty to all Defences until the start of your next round.
Prerequisite: Spellcraft 13, Technomancer Tradition
Effect: When a creature attempts to use a mind-affecting ability on you, you can spend 1 Anima to use a Reaction to make a Spellcraft check against their Resolve. If you succeed, the target gains 1d4 applications of Frightened. This is a mind-affecting ability.
Prerequisite: Spellcraft 5, Technomancer Tradition
Effect: You can spend 1 Anima to temporarily suppress magic as if using the dispel magic spell. Choose either an ongoing spell or a single magical item within 1 range. The target spell or magic item is suppressed for 1d4 rounds and does not function. If you target a spell affecting a single creature, you must make a Spellcraft check against their Willpower defence.
Prerequisite: Spellcraft 9, Technomancer Tradition
Effect: You can cast spells through electronic devices, including cameras, cell phones and models. If the spell requires you to be seen, you can use a display the target can see. If the spell requires you to be heard, you can use a speaker or headset the target can hear from. The point of origin of the spell is a device with a direct internet connection. You must be able to see or otherwise determine the location of your target to cast through the internet (so you need to have access to a device's camera and location data, for instance.)
Spells cast through the internet are less effective. Creatures gain a +4 bonus to their Defences against such spells.
Prerequisite: Spellcraft 13, Technomancer Tradition
Effect: You can take 1 Action to touch a phone or other communications device and invest it with 1 point of anima. The device transmits subtle electronic impulses back to you. You gain Hearing as a sense within Close range of the comm unit. This effect lasts 1 hour, or until you move more than 5 Range away from the sensor.
Prerequisite: Spellcraft 13, Technomancer Tradition
Effect: You've learnt how to apply the most fundamental tool of tech support to living creatures. You can spend 1 Anima Point to touch a willing living creature. This restarts the subject's brain, ending all mind-affecting effects affecting it. The target is stunned until the end of your next turn.
You can reboot the mind of an unwilling creature, but you must make a successful Unarmed Attack to hit it. If you are successful, the creature gets a new saving throw against every mind-affecting effect affecting it. If the attack misses, or the creature fails all its saves again, your attempt is wasted.
You can reboot your own mind, as well. You have to be able to take mental actions to reboot your mind. If you reboot your mind, you are treating as a willing creature, and you are stunned until the end of your next turn.
Prerequisite: Spellcraft 5, Technomancer Tradition
Effect: At the beginning of your day, when you awake from a long rest, you can invest a single spell into your Technomancer focus. So long as you have your focus on your person, you are under the effect of this spell. Your spell cache empties the next time you take a long rest.
The following spells can be invested into the Cache: Comprehend Languages, Disguise Self, Keen Senses
Prerequisite: Spellcraft 9, Technomancer Tradition
Effect: When you cast an area-of-effect spell, you can increase its casting time by 1 Action, and spend 1 Anima Point to cast that spell through a firearm, allowing you to use that weapon's range instead of the spell's range. You fire the weapon as part of your casting. The creature you hit takes damage as normal and then becomes the point of origin for the effect of the spell. If the attack misses, the spell is wasted.
Prerequisite: Spellcraft 5, Technomancer Tradition
Effect: When you cast a spell with a range of touch, you can increase its casting time by 1 Action, and spend 1 Anima Point to that spell into a grenade you can touch. If the grenade is thrown before the end of your next turn, one creature in the grenade's area of effect can be targeted by the spell invested in the grenade. You can choose the target when the grenade detonates.
Prerequisite: Spellcraft 5, Technomancer Tradition
Effect: When you cast a spell with an instantaneous duration, you can increase its casting time by 1 Action and spend 1 Anima Point to invest an injury poison you are holding into the spell, breaking the poison down into its base elements and reassembling the poison on contact. Choose a single target of your spell damaged by your spell. That target must also save against the poison.
Prerequisite: Spellcraft 9, Technomancer Tradition
Benefit: You can spend 1 Anima Point to create a metaphysical beacon somewhere within Close range. As a Free Action, you can instantly teleport back to this beacon. This movement doesn't trigger attacks of opportunity, though it does create a dazzling flash of light (Awareness DC 0 to notice).
This beacon lasts up to 10 minutes for every rank in Spellcraft you possess. The beacon is a Bulk 1 object with an AC of 15 and a number of hit points equal to 3 times your ranks in Spellcraft.
You can only have one beacon active at a time, and creating a new beacon causes your old beacon to fade back into Cyberspace.