Change the text of target spell or permanent by replacing all instances of one basic land type with another. For example, you may change "swampwalk" to "plainswalk. Fifth Edition. All Sets:. Julie Baroh. It must be a different word. It will not change any effects that are on the permanent. The text change will probably cause it to be countered since the targets will be illegal.
For example, Forest can be changed to Island so it produces blue mana. All Rights Reserved. Gatherer works better in the Companion app! Community Rating: Community Rating: 3. Alters all occurrences of the chosen word in the text box and the type line of the given card. Can target a card with no appropriate words on it, or even one with no words at all. Archives of Nethys. Magic hacks require you to be a certain level and are organized accordingly.
You reduce the DC to hack the computer by an amount equal to the level of the spell expended for the duration of a single attempt to hack the computer. If you have used all-access enchantment on a computer and fail a Computers check to access it, you can spend 1 Resolve Point as a reaction to avoid activating a single countermeasure of your choice. You must have line of sight to a target to scan it. If you successfully identify a creature or an item after scanning it, you learn one more useful piece of information than normal.
For example, at 2nd level, you could expend a 1st-level spell slot to counter an attack from a 1st- or 2nd-level weapon. If the countertech check succeeds, the attack deals half damage.
If the countertech check fails, the attack deals normal damage. This magic hack only affects attacks that target you directly; you cannot use countertech against attacks that target an area or that target another person. Until the start of your next turn, your attacks with the enhanced weapon gain a bonus to attack rolls equal to the level of the spell slot you expended.
In addition, your attacks with that weapon deal 1d6 additional damage per level of the expended spell slot. This damage is of the same type the weapon normally deals. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon.
You must cast the spell before the start of your next turn, or the charges are wasted with no effect. The item appears in your hands or in an adjacent square. You can use fuse spells with this magic hack. The size of the item cannot exceed 10 bulk or Medium size, and the quality of the item is average.
Treat this as a spell of the same level as the expended spell slot. For example, at 4th level, you could expend a 1st-level spell slot to fabricate an item of up to 3rd level, or you could expend a 2nd-level spell slot to fabricate an item of up to 4th level. The item persists for a number of minutes equal to your technomancer level.
At the end of this duration, the item disappears. This gremlin is a special creature companion that you immediately obtain and bond with, granting you the Creature Companion Adept feat. If your gremlin companion dies, you can conjure and bond with a new gremlin companion 24 hours later as part of a ritual that takes 8 hours to complete. Your companion has the following statistics. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks such as magic missile , the increased damage applies only to a single ray or missile.
You can do this to a weapon in your possession or one held by an ally that is within reach at the time you use this ability. Each time an attack is made with the weapon, the attacker can exclude targets they are aware of. This exclusion applies only to instant effects and critical hit effects, such as damage or bleed, not lingering secondary effects such as creating a cloud of smoke. After you use this ability, you cannot do so again until after you take a minute rest to regain Stamina Points.
If you attempt a quick scan on a creature that stores its memories in a digital medium—to get a sense of the memories stored in a robot, for example—the target can attempt a Will save to negate the scan and prevent you from trying against it again for 24 hours.
This requires 1 minute of uninterrupted concentration. You hijack the power within the gem by inserting your own spellcode, replacing the spell originally encoded within the gem with one of your spells known of an equal or lower level. If you use this ability on a compound spell gem, it affects only one spell contained within the gem, leaving the other spell or spells intact.
Once you have used this ability, you cannot recode another spell gem until you rest for 10 minutes and expend 1 Resolve Point to regain Stamina Points. Reduce the DC of skill checks to disable the device by an amount equal to the level of the spell slot expended for 1 minute. If you fail a check to disable the device by 5 or more during this time, you can spend 1 Resolve Point as a reaction to avoid triggering the device.
At 5th level, you can spend 1 Resolve Point to exclude any number of squares with this ability. An onlooker who succeeds at a Mysticism check to identify the spell you are casting believes the disguised spell to be the other spell you chose unless their result exceeds the DC by 10 or more. A spell with an obvious effect such as explosive blast will immediately disabuse of the onlooker of their false assumption. Starting at 5th level, you can spend 1 Resolve Point to automatically succeed on the Sleight of Hand check.
When you do so, the onlooker takes a —2 penalty to a Mysticism check to identify your spell and the DC to counter your spell with dispel magic or greater dispel magic increases by 2. You can choose this magic hack only if your spell cache is an item.
Choose a single weapon; you gain proficiency with it and any identical weapon for a number of minutes equal to your class level. For example, at 4th level, you could gain proficiency with corona laser rifles for 4 minutes. If you fire such a weapon for 2 rounds, you remain proficient with it for 2 more minutes. As a move action, you can add one of these spells to your list of technomancer spells known for 1 minute. You can use this ability multiple times each day, but each time you use it after the first in a single day, you must spend 1 Resolve Point.
If you use adaptable spell knowledge again before the duration expires, you replace the previous spell with your new choice. Each time you gain a technomancer level, you can replace one spell you selected with this ability with another choice. 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.
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. If the spell has a maximum duration, your spell cache maintains the spell for that maximum duration, during which you can act normally. Otherwise, your spell cache maintains the spell until you interrupt the program loop, which does not require an action.
Your spell cache can loop only one spell at a time, and if you use this ability to loop a new spell while your spell cache is already looping a spell, the spell cache immediately stops concentrating on the previous spell. You must have the spell cache class feature to choose this magic hack.
This requires you to touch the weapon or its power cell. The power cell regains 10 charges per spell level, up to its capacity. You can also use this ability to jump-start or short out an electronic device, allowing you to attempt an Engineering check to disable a device with a bonus equal to double the level of the spell you expended.
After rolling damage for an instantaneous spell that deals Hit Point damage, you can spend 1 Resolve Point to reroll one die with a result of 1 see page At 11th level, you can reroll up to two dice with a result of 1, and at 17th level, you can reroll up to three dice with a result of 1.
For example, if you were 17th level and cast disintegrate , you could spend 1 Resolve Point to reroll up to three dice that rolled 1s, after rolling and seeing how many 1s you rolled. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this magic hack. When you activate this ability, choose from the following weapon fusions: flaming , frost , ghost killer , merciful , or shock.
If you expend a spell slot of 4th, 5th, or 6th level, you gain the ability to choose either the corrosive or thundering fusion. The weapon gains the chosen fusion for a number of rounds equal to the level of the spell slot you expended.
You must have the empowered weapon magic hack to choose this magic hack. The item appears in your hands, on your person, or in an adjacent square. The quality of the item is average for its type. For example, at 10th level, you could expend a 3rd-level spell slot to fabricate a weapon of 9th level or lower, or expend a 4th-level spell slot to fabricate a suit of armor of 10th level or lower.
The armor or weapon persists for a number of rounds equal to your technomancer level. You are proficient with but not specialized in any weapons you create with this ability. You must use this ability as part of a move action to move your speed or a withdraw action, and it provides you with one of the following benefits. You can use this ability only once per move action.
Ignore 20 feet of difficult terrain. This increases to 40 feet of difficult terrain if you expend a 3rd- or 4th-level spell slot, and 60 feet of difficult terrain if you expend a 5th- or 6thlevel spell slot. Move 10 feet. This counts as 5 feet of movement, but you do not provoke attacks of opportunity when moving this way. Any other movement you attempt as part of your move action provokes reactions as normal. This increases to 20 feet if you expend a 3rd- or 4th-level spell slot, and 30 feet if you expend a 5th- or 6th-level spell slot.
Pass through up to 1 foot of solid objects as if you were incorporeal Core Rulebook The armor gains the chosen upgrade for a number of rounds equal to your Intelligence bonus. If the upgrade has a capacity, it comes fully charged.
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