You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once.
Special You can use this reaction even if the mental effect is preventing you from using reactions.
Your sneak attack slices through the threads binding magic to a target. Make a Strike against a flat-footed creature (your choice). If your Strike deals sneak attack damage, you attempt to counteract a single spell active on the target. Your counteract level is equal to your rogue level, and your counteract check modifier is equal to your class DC – 10.
You use clever tactics to mislead your foes as you sneak away. You Sneak while leaving a decoy behind. The decoy acts as the spell mislead, though you aren’t invisible, just undetected. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again.
You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active sorcerer spells.
Prerequisites: Arcane Evolution or Occult Evolution
Your bloodline’s deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell level you can cast.
Prerequisites: Divine Evolution or Primal Evolution
Vital power surges through you like a font of energy. Twice
per day, you can cast a spell after you’ve run out of spell slots
of the appropriate spell level; the two spells you cast with this
feat must be of different spell levels.
You maintain a spell with hardly a thought. You immediately
gain the effects of the Sustain a Spell action, allowing you to
extend the duration of one of your active wizard spells.
You’ve learned to alter choices you make when casting spells
on yourself. After casting a spell on only yourself that offers
several choices of effect (such as resist energy, spell immunity,
or a polymorph spell that offers several potential forms), you
can alter the choice you made when Casting the Spell (for
instance, choosing a different type of damage for resist energy).
However, your tinkering weakens the spell’s integrity, reducing
its remaining duration by half.
You can’t use this feat if the benefits of the spell have already
been used up or if the effects of the first choice would persist in
any way after switching (for instance, if one of the choices was
to create a consumable item you already used, or to heal you),
or if the feat would create an effect more powerful than that
offered by the base spell. The GM is the final arbiter of what
Spell Tinker can be applied to.