Operatives of the Spellhacking sphere are skilled at getting spells and magic items to do what they want, even far beyond their normal limits.
Associated Skill: Use Magic Device.
Rule Note: Dispel Checks
Some Spellhacking effects require you to succeed at a dispel check. A dispel check for the Spellhacking sphere is d20 + your ranks in the associated skill + any modifiers that specifically alter dispel checks. (It is not a skill check. Do not add your caster level.) You automatically fail this dispel check when you roll a 1 on the die.
Rule Note: Your Hacking Instrument
Using your hack magic ability requires repurposing a magic item, a spell focus, or similar tool. You must either hold the item in hand or wear it properly. Common choices for low-level operatives are dull gray ioun stones (which count as worn for the purpose of talents while orbiting), holy symbols, and spell component pouches. As with the Use Magic Device skill, your hacking methods can vary significantly depending on what magical effect you are hacking. You might need to experiment with magic words, cross magical runes, or handle an item in a bizarre manner.
You gain the following benefits when you gain the Spellhacking sphere.
When you gain the Spellhacking sphere, you gain 5 ranks in Use Magic Device, plus 5 ranks per additional talent spent in the Spellhacking sphere (maximum ranks equal to your Hit Dice). If you already have ranks in Use Magic Device, you may immediately retrain them.
Skill Leverage: When you gain the Spellhacking sphere, you unlock skill leverage with the Spellcraft and Use Magic Device skills.
Bonus Talent: You gain one ordinary (hack) talent of your choice when you gain the Spellhacking sphere. It cannot be an exceptional talent.
You also acquire the Control Mishap and Hack Magic abilities.
Control Mishap (Su)
When you fail to activate a magic item or lose a spell by failing a concentration check, you can opt to control the unleashed magic as a swift or immediate action. You must attempt an associated skill check against DC 15 + effect’s caster level. A successful check produces the effect of a (mishap) talent you have, which replaces any other mishap that would happen (if any); a failed check changes nothing.
If a (hack) talent is also a (mishap), applying it as a mishap does not require hacking magic and it does not count against the limit of (hack) talents that can be applied to the effect.
You can also intentionally coax a (mishap) talent’s effect out of any magic item as a standard action with a successful associated skill check against DC 15 + item’s caster level. If you fail this check by 5 or more, you produce an uncontrolled mishap (GM’s choice, usually 2d6 bludgeoning damage to you or changing the target). Coaxing a mishap intentionally does not expend charges or uses from an item.
When you gain the Spellhacking sphere, you gain the Magical Resonance mishap.
Magical Resonance (mishap)
The mishap causes magical vibrations to feedback between the source and the magic auras of all creatures, objects, and magical effects within 15 feet. The mishap sheds dim light in its area. You and any creature who spends a move action to study the area by sight are automatically aware of the presence or absence of magic in objects and creatures within the area and the strength of the strongest aura. The area moves with the source of the mishap and lasts for 1 minute per rank in the associated skill you possess. All but the simplest magic traps do not react to this effect.
As a standard action, you can touch or visually study an item, place, or creature to learn whether it is magical and the strength of its magic aura (if any). Once you know an aura’s strength, you can spend a standard action concentrating on that aura to attempt a Spellcraft check to identify its school of magic. Knowing an aura’s school allows a Knowledge check to identify a spell or special magical effect (a free action). If you are already aware of its aura, you can attempt to identify the properties of a magic item you can examine using Spellcraft as a standard action. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. If you possess at least 5 ranks in the associated skill, you can learn a target’s aura strength as a move action. With at least 10 ranks, you can identify an aura’s school of magic as a free action. With at least 15 ranks, you can identify a magic item’s properties as a move action.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see Table: Resonance Aura Power. If an aura falls into multiple categories, the mishap indicates the strongest one.
Table: Resonance Aura Power
|
Aura Power |
| Spell or Object |
Faint |
Moderate |
Strong |
Overwhelming |
| Functioning spell (spell level) |
3rd or lower |
4th-6th |
7th-9th |
10th+ (deity-level) |
| Magic item (caster level) |
5th or lower |
6th-11th |
12th-20th |
21st+ (artifact) |
Lingering Aura: A magical aura lingers after a spell ends or a magic item is destroyed. If you examine such a location, you sense an aura strength of dim (even weaker than a faint aura). How long the dim aura lingers depends on its original power:
| Original Strength |
Duration of Lingering Aura |
| Faint |
1d6 rounds |
| Moderate |
1d6 minutes |
| Strong |
1d6 x 10 minutes |
| Overwhelming |
1d6 days |
Hack Magic (Su)
As a standard action, you modify a magic item or ongoing magical effect by either applying a single (hack) talent to it or removing one from it. You must touch a hacking instrument (described above) as part of hacking magic. You can always hack an effect or item within your natural reach; in addition, you can hack an effect if you are within its range (so you could hack a medium-range spell cast at 9th level while you are within 190 feet of the effect) as long as you can sense its source, target, area, or effect. When calculating range to an area effect, use its point of origin (not its edge).
You must succeed at a dispel check to hack magic unless the effect was produced by a creature willing for you to alter it or an item held by a willing creature. The DC is 11 + caster level and automatically fails if you roll a 1 on the die. You automatically fail to hack a curse or cursed item if the curse’s DC is greater than 11 + the number ranks in the associated skill you possess. Once you attempt to hack an effect (successfully or not), you automatically fail further attempts to either add or remove that talent (whichever you already attempted to do) on that effect for 24 hours. You produce a mishap if your dispel check automatically fails or fails by 10 or more; the targeted effect remains unaltered. The mishap deals 2d6 bludgeoning damage to you (unless you successfully use control mishap).
If you readied an action to hack an effect from a specific source, you can alter that effect as it begins. The caster (if any) is aware of the effects of the (hack) talent, and may choose the spell’s effects (but not stop casting it) with this in mind. You learn what the caster chose and apply the (hack talent) a split second before the magic takes effect.
The magic begins with the changes already in place. For example, if you apply the Reposition Magic talent to an area effect, the caster chooses where to place the area knowing that you can move it, then you choose a distance and direction to move the area (it takes effect at the destination you chose).
A (hack) talent that does not produce an obvious change can only be noticed with a successful Spellcraft check against DC 11 + your associated skill modifier. Creatures get to roll this check to notice the hack whenever they spend at least a move action examining the item or effect and the first time they attempt to command or activate the effect after you hack it.
The alteration from hack magic ends after 1 hour per rank in the associated skill you possess. To remove your (hack) talent by hacking magic, an opponent must succeed at a dispel check against DC 11 + your associated skill ranks; if they possess the (hack) talent they want to remove, it is automatically removed and they may add a (hack) talent to the effect as part of the same action. The caster of a magical effect can undo your alteration as a standard action if they are within the effect’s range and succeed at a caster level check against the same DC.
You can always outwit any creature who has an item or effect on them that you hacked if you remove your hack as the cost to outwit them. You must be within hack magic range.