Charging Jolt
[Level: 5]
As a move action, you can expend an unused spell slot to refill charges in a weapon’s power cell. 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.
Debug Spell
[Level: 5]
Any piece of code has bugs, but you can turn the bugs in your spellcode into features. 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 243). 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.
Distant Spell
[Level: 5]
When you cast a spell with a range of close, medium, or long, you can spend 1 Resolve Point to double its range. 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. If the spell affects an area, doubling its range doesn’t alter the size of its area.
Extended Spell
[Level: 5]
When you cast a spell, you can spend 1 Resolve Point to double its duration. This has no effect on spells with a duration of concentration, instantaneous, 1 round or less, or permanent, nor can it increase a spell’s duration to more than 24 hours.
Fabricate Arms
[Level: 5]
As a full action, you can expend an unused spell slot to temporarily construct a technological weapon or suit of armor out of raw magic. You can create one suit of armor or weapon with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands, on your person, or in an adjacent square. You can use fuse spells with this magic hack. A weapon can’t be larger than two-handed, and the size of the item can’t exceed 10 bulk. The quality of the item is average for its type. Treat this as a spell of the same level as the expended spell slot. 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. At the end of this duration, the item disappears. You are proficient with (but not specialized in) any weapons you create with this ability. You can’t create magic items, weapons made from a special material, or weapons that are expended with use (such as arrows, grenades, or missiles) with this magic hack.
Magic Negation
[Level: 5]
As a standard action, you can spend 1 RP to temporarily suppress magic, as if using dispel magic. Choose either an ongoing spell or a magic item within 30 feet of you. The magical effects of the spell or magic item are suppressed for 1d4 rounds, and then they return. If the spell’s level is higher than you can cast or the item’s caster level is greater than yours, you can’t suppress it. If you target a spell affecting a creature, the creature can attempt a Will save to stop you from suppressing the spell.
Spell Grenade
[Level: 5]
You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. Casting a spell with spell grenade uses the spell’s standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted. Spells whose ranges are not touch don't benefit from this magic hack.
Bane
[Level: 5]
The bane fusion enhances the power of critical hits against certain foes. Against a designated foe, the bane weapon gains the stunned critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit against an appropriate foe, you can apply either the weapon’s normal critical hit effect or the stunned effect. When you add this fusion to a weapon (or create it as a fusion seal), you must select a single creature type (aberration, animal, construct, dragon, fey, humanoid, magical beast, ooze, outsider, plant, undead, or vermin) against which it will apply. If you select humanoid or outsider, you must also select one subtype. The stunned critical hit effect applies only against creatures of the selected type (and subtype, if selected). Once selected, the creature type and subtype can’t be changed.
Bleeding
[Level: 5]
The bleeding fusion weaves entropic energy into the weapon’s form. The weapon gains the bleed critical hit effect (see page 182). The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the bleed effect. Only weapons that deal piercing or slashing damage can have this fusion.
Frost
[Level: 5]
The frost fusion imbues a weapon with the icy cold of a dead world far from its system’s sun. Half the weapon’s damage type is replaced with cold damage. You can activate or deactivate the frost fusion as a swift action. If the weapon already deals two types of damage, replace one of them with cold (you decide which damage type to replace each time you activate the frost fusion). You can add this fusion only to a weapon that does not already deal cold damage. This fusion never causes a weapon that normally targets KAC to target EAC.