Burglar's BuddyAbjuration/Illusion (Glamer)Level: Assassin 2, Bard 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 15-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: No
This spell suppresses all mechanical or electronic intrusion alarms and alarm sensors in the affected area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices continue to send whatever image they were photographing the moment when the spell was cast.
The target upon which the emanation is centered is allowed a saving throw upon casting. On a success, the spell is negated.
Objects that are allowed saving throws can make one when they first enter the emanation, the result of which determine whether or not they are affected for the remainder of the casting.
Burglar's buddy counters and dispels
alarm.
Material Component: A camera lens cover.
DatareadDivinationLevel: Assassin 1, Bard 1, Cleric 1, Sor/Wiz 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Touched machine-readable data
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You run your finger over any machine-readable data source (a barcode, a computer disk, a CD, magnetic tape, or any similar record) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine. For example, if reading a music CD, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data.
The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell.
DegaussTransmutationLevel: Assassin 1, Bard 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched object
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes
By touching a single device that contains electronic files, such as a computer, external hard drive, CD-ROM, or magnetic disk, you erase all files on that device. The device is rendered empty of data.
Detect CyberneticsDivinationLevel: Artificer 1, Bard 1, Cybernetics 1, Sor/Wiz 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level
Saving Throw: None
Spell Resistance: No
You can sense the presence of cybernetics. The amount of information revealed depends on how long you study a particular area or subject. The types of cybernetic effects that this spell detects and the strengths of their auras are indicated on the table below.
Detect cybernetics does not detect cybernetic creatures in and of themselves, but it can detect active modules that activators usually have and systems and other energy receptacles with energy allocated to them.
1st RoundPresence or absence of cybernetic auras.
2nd RoundNumber of cybernetic auras in the area and the strength of the most potent aura present (see the table).
3rd RoundThe strength and location of each aura. If an aura is outside your line of sight, you can discern its direction but not its exact location. You can use the Computer Use and Spellcraft skills to glean more information about the auras you detect. See the skill descriptions for details.
Aura StrengthAn aura’s power depends on an energy receptacle's amount of allocated energy or an item’s activator level. If an aura falls into more than one category,
detect cybernetics indicates the stronger of the two.
Table: Detect Cybernetics Aura Strength Effect or Object | Aura Power |
No Aura | Faint | Moderate | Strong | Overwhelming |
Active module (energy allocation) | Suppressed | 3 or less | 4-6 | 7-9 | 10 or more |
Cybernetic item (activator level) | Suppressed | 5th or lower | 6th-11th | 12th-20th | 21st or higher |
Other energy receptacle (energy allocation) | 0 or less | 1-3 | 4-6 | 7-9 | 10 or more |
Lingering AuraA cybernetic aura lingers after its original source dissipates (in the case of a module or cybernetic spell) or is destroyed (in the case of a cybernetic item). If
detect cybernetics is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Table: Detect Cybernetics Lingering AuraOriginal Strength | Duration of Lingering Aura |
Faint | 1d6 rounds |
Moderate | 1d6 minutes |
Strong | 1d6x10 minutes |
Overwhelming | 1d6 days |
Each round, you can turn to detect cybernetics in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect cybernetics can be made permanent with a
permanency spell, as per the
detect magic spell.
Disrupt ModulesEvocation [Cybernetic]Level: Artificer 4, Cybernetics 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1d4 rounds
Saving Throw: None
Spell Resistance: Yes
Make a dispel check against each active module that the subject possesses (1d20 + your caster level, maximum +15, against a DC of 11 + the module's activator level). Each module that you succeed against is suppressed for the duration of this spell.
Energy: For each point of energy allocated to this spell with the Energized Spellcasting feat, the duration of this spell is increased by 2 rounds.
Disrupt Modules, MassEvocation [Cybernetic]Level: Artificer 6, Cybernetics 6, Sor/Wiz 7
Target: Up to 1 creature/level within a 20-ft.-radius burst
This spell functions as the
disrupt modules spell, except as noted above. The maximum bonus on the dispel check is +25 (instead of +15).
Energy: Mass disrupt modules shares energy allocation with the
disrupt modules spell.
Enable Core Socket AccessTransmutation [Cybernetic, Socket Access]Level: Cybernetics 9
This spell functions as the
enable greater socket access spell, except that it can also be used to grant access to the Core socket instead of only a Least, Lesser, or Greater socket.
Energy: If you have allocated at least 5 points of energy to this spell or any other Socket Access spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen socket does not count against his or her limit of socket attachments.
Enable core socket access shares energy allocation with all other Socket Access spells.
Enable Greater Socket AccessTransmutation [Cybernetic, Socket Access]Level: Artificer 6, Cybernetics 7, Sor/Wiz 8
This spell functions as the
enable lesser socket access spell, except that it can also be used to grant access to a Greater socket (Helmet, Shielding, or Support) instead of only a Least or Lesser socket.
Energy: If you have allocated at least 4 points of energy to this spell or any other Socket Access spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen socket does not count against his or her limit of socket attachments.
Enable greater socket access shares energy allocation with all other Socket Access spells.
Enable Least Socket AccessTransmutation [Cybernetic, Socket Access]Level: Artificer 3, Cybernetics 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
One subject gains the ability to attach modules to any one Least socket (Feet, Hands, or Visor), chosen when this spell is cast. This does not grant the subject the ability to attach more modules to his or her sockets than normal.
A given creature can benefit from the effects of only one Socket Access spell at once. Multiple castings do not stack. Only the most recent applies.
Energy: If you have allocated at least 2 points of energy to this spell or any other Socket Access spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen socket does not count against his or her limit of socket attachments.
Enable least socket access shares energy allocation with all other Socket Access spells.
Enable Lesser Socket AccessTransmutation [Cybernetic, Socket Access]Level: Artificer 5, Cybernetics 5, Sor/Wiz 6
This spell functions as the
enable least socket access spell, except that it can also be used to grant access to a Lesser socket (Arms, Back, or Utility) instead of only a Least socket.
Energy: If you have allocated at least 3 points of energy to this spell or any other Socket Access spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen socket does not count against his or her limit of socket attachments.
Enable lesser socket access shares energy allocation with all other Socket Access spells.
Energy PurgeEvocationLevel: Artificer 1, Assassin 2, Sor/Wiz 2
Components: V
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
By delivering a jolt of magical energy to your target, you momentarily overload his cybernetic devices, causing all energy he has currently allocated (with some exceptions; see below) to return to his energy pool as if the target had set his energy allocation to 0. This doesn't prevent the target from reallocating energy normally on his next turn, but it might make him vulnerable in the meantime. Energy allocated to a System or other receptacle that can't be reallocated by the target as a swift action can't be affected by this spell.
Energy SpikeEvocation [Cybernetic]Level: Artificer 3, Cybernetics 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject of this spell gain 1 point of temporary energy. The effects of multiple
energy spike spells do not stack.
Energy: The amount of temporary energy granted increases by the amount of energy allocated to this spell with the Energized Spellcasting feat.
Magic IDIllusion (Glamer)Level: Assassin 1, Bard 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched card or slip of paper
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
With this glamer, you make a small card or slip of paper appear to be a valid identification card of your choosing. The card bears your name, likeness, and all other data expected by anyone examining such a card. However, it is only visually accurate and does not contain any valid machine-readable data or electronic coding. You cannot use this spell to make an electronic passkey. The illusion lasts only as long as you touch the card, to a maximum of 5 rounds.
Focus: A small card or slip of paper, upon which the spell is cast.
Phantom HUDDivinationLevel: Artificer 1, Assassin 1, Bard 1, Computer 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
A magical overlay enhances your vision, highlighting distinct shapes and moving objects. This grants you gain a +4 insight bonus on Search and Spot checks. You cannot benefit from this spell if you are blind.
You can display information on a
phantom HUD and connect sensor devices to it as a wireless display screen, similar to HUD glasses.
Material Component: A contact lens or a pair of glasses.
Power DeviceTransmutationLevel: Artificer 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched electrical or mechanical device
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell provides power to an electrical or mechanical device that does not have a power source but is otherwise functional. The device functions exactly as it normally would if it had conventional power.
This spell can affect any household or handheld device, scratch-built robot, or general-purpose vehicle. Larger or more intricate devices cannot be powered with this spell.
RechargeConjuration (Healing)Level: Cleric 3, Druid 4
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous and 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
By converting electrical energy into divine power, you can recover quickly from debilitating physical effects. However, you must draw current from a wall socket to power this healing magic.
The spell instantly eliminates the following conditions: cowering, dazed, exhausted, fatigued, nauseated, shaken, and stunned. If you target yourself, you can heal yourself of some of these conditions, but others (such as stunned) don’t allow spellcasting or other actions.
In addition, the
recharge spell instantly cures blindness or deafness caused by an ongoing effect, and it grants a +4 bonus on Fortitude saves against poison for 1 minute.
Focus: An active electrical outlet.
Relay TextTransmutationLevel: Assassin 2, Bard 2, Computer 2
Components: V, S
Casting Time: 1 standard action
Range: Unlimited
Target: An electronic device
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You cause a text message of up to 25 words to appear on the screen of an electronic device capable of receiving such messages, such as a cell phone, pager, PDA, or computer. If the device is turned on, the message appears instantly; if not, the message appears as soon as someone turns it on. The message remains onscreen until read, then disappears, leaving no electronic record of its appearance. You must have seen the device to send a message to it, and you must be able to identify it somehow.
Touchless ScreenTransmutationLevel: Bard 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One computer
Duration: 10 minutes/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes
This spell allows you to interact with a computer at a distance as though using a keyboard, mouse, or other appropriate physical interface. Instead of touching the physical interface, you can just mime the movement in midair. The computer need not have such an interface connected, but it must have appropriate interfaces to use them. If the computer is already in use by another user, the conflicting inputs may make it difficult or impossible to use, but they will not cause it to crash.
Your ability to interact with the computer lasts only as long as you remain within range. While it lets you use an interface input, this spell does not provide any feedback. You must still be able to see a monitor attached to the computer or some other appropriate output device in order to effectively use the computer.
The computer you interface with may be allowed a saving throw to prevent your interaction. Unattended, non-magical, non-psionic, non-sentient objects usually receive no saving throw. This spell has no effect on sentient computers.
UplinkDivinationLevel: Artificer 3, Computer 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell connects the subject with a distant supercomputer. The computer provides information to the subject and helps analyze what the subject senses. The subject gains a +4 enhancement bonus to his Intelligence score and gains a +5 insight bonus on all Intelligence checks and Intelligence-based skill checks.
Virtual DesktopDivinationLevel: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One computer
Duration: 10 minutes/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes
This spell allows you to see what a computer monitor would display if it were connected to the targeted computer. If a monitor is already connected to the computer, you can have your virtual desktop mirror its display, or act as a secondary monitor, chosen when you cast this spell. The computer need not have a monitor connected, but it must have appropriate interfaces to use them.
When you cast this spell, you can choose whether to view the display personally, or to project it on a surface within 5 feet of you, allowing others to see as well. A projected monitor never displays larger than a 15-inch screen.
This spell ends immediately if you move out of range of the computer.
The computer you interface with may be allowed a saving throw to prevent your interaction. Unattended, non-magical, non-psionic, non-sentient objects usually receive no saving throw. This spell has no effect on sentient computers.