Magi-tek Spells

These spells are often used by Magi-tek creatures, but the four orders have managed to find out how to use some of them.

2nd Level
Oil Geyser (Conj.): A burst of oil is shot upwards from under a target creature dealing 1d6 points of bludgeoning damage per caster level (max 10d6); A Reflex save halves this damage. Constructs or Constructed creatures must make an additonal Fortitude save, if they fail they gain the malfuctional condition until repaired. A grease effect is left in the wake of this spell in the target square and adjacent squares.

3rd Level
Peltabor Advice, Lesser (Div.): When cast by the user they are granted insight on the workings of machinery, on the next knowledge (engineering) check made by the caster, gain a bonus equal to their caster level.

4th Level
Steel Smite (Evo.): When cast, one construct creature takes 1d8 points of unaspected damage per caster level (max 15d8). There is no save for this spell, but spell resistance does apply.

5th Level
Verse of Circuits (Conj): When cast this acts as a resurrection spell for constructs and constructed creatures.

6th Level
Peltabor Advice (Div.):  When cast, the user they gain insight to any one question pertaining to a machine or construct, this can give information that a simple knowledge check cannot, such as the where-abouts of the object in question, the effects of ancient artifacts, and the abilities of magi-tek, etc.

7th Level
Gizmocism (Abj.): When cast, one magi-tek loses all spell-like abilities permanently unless they make a successful Will save to resist this effect.

8th Level
Magnetic Flux (Abj.): When cast, create a 20-foot-radius burst on the target square. Constructs and constructed creatures who enter this field of effect or are in it upon initial casting, must make a Will save each turn or be knocked prone.

9th Level
Cobalt Shower (Conj.): When cast, blue dust sprinkles a 25-foot-radius area around the caster, constructs or constructed creatures who are in the area of effect at the time of casting must make a Fortitude save or their current HP becomes 1. Constructs immune to fortitude save effects are not immune to this spell. If the creature successfully saves against this spell, they instead take 1d8 points of electricity damage per caster level.