You bring into being a mobile, hemispherical energy field that prevents technological objects, signals, and creatures from entering.
Spellbook
Search spells by class, level, school, range, duration, components, and universe. This is the practical lookup surface for play, prep, and Forge cross-links.
You attempt to destroy any one robot in range.
You detect radiation in the surrounding area.
No summary yet.
This spell functions as discharge , except it can discharge multiple technological objects and can be used to target an area.
If the targeted robot fails its Will saving throw, it transforms into a magical construct made of wood, stone, flesh, or bone.
The spell's area of effect floods with dangerous radiation.
All creatures within the area gain the effects of a protection from technology spell.
This spell repairs 1d6 points of damage plus 1 point per level when cast on a construct creature (maximum 10d6+10).
Even a broken object remembers what it means to be a functioning whole.
This spell wards a creature from attacks by technological objects and creatures of the robot subtype, and protects against mental control from technological sources.
You shroud the targeted technological object or creature (such as a robot or a nanotech swarm) with magical energy.
You restore up to 1 charge per level to a battery or half that number of charges to a technological item capable of being charged by a battery.
You remove all ongoing radiation effects, both primary and secondary, on a single target if you succeed at a caster level check (DC = the Fortitude DC associated with the radiation effect).
This spell functions like remove radioactivity , save that it cures all ability damage and drain due to radioactivity that the target has taken.
This spell functions as detect magic , except it detects the presence of technological objects instead of magical objects.