Spells
IDENTIFY TEKNOLOGY
School divination; Level bard 0, cleric/oracle 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0, grafter/tinkerer 0
Casting Time 1 standard action
Components V, S, F (small magnifying glass)
Range Personal
Target you
Duration 10 min./level
You can decipher teknology blueprints and identify teknology devices that would otherwise be far too complex to understand. This identifying does not normally activate the magic within a device, although it may do so in the case of a cursed or trapped device. Furthermore, once the spell is cast and you have deciphered the blueprints or identified the device, you are thereafter able to understand that particular blueprint or device without recourse to the use of identify teknology. You can decipher blueprints at the rate of one page per minute. To identify a device takes one minute per level of the spell contained within.
Identify teknology can be made permanent with a permanency spell.
Casting Time 1 standard action
Components V, S, F (small magnifying glass)
Range Personal
Target you
Duration 10 min./level
You can decipher teknology blueprints and identify teknology devices that would otherwise be far too complex to understand. This identifying does not normally activate the magic within a device, although it may do so in the case of a cursed or trapped device. Furthermore, once the spell is cast and you have deciphered the blueprints or identified the device, you are thereafter able to understand that particular blueprint or device without recourse to the use of identify teknology. You can decipher blueprints at the rate of one page per minute. To identify a device takes one minute per level of the spell contained within.
Identify teknology can be made permanent with a permanency spell.
IMBUE ELEMENTAL SPIRIT
School Conjuration (summon); Level druid 3, ranger 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a zircon gem worth at least 25 gp per Hit Die of the elemental)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell transforms the remains of creatures into elemental spirits that obey your spoken commands.
The elemental spirits can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain until they are destroyed. A destroyed elemental spirit vanishes leaving nothing behind.
Regardless of the type of elemental spirit you create with this spell, you can't create more HD of elemental spirits than twice your caster level with a single casting of imbue elemental spirit.
The elemental spirits you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of elemental spirits per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess elemental spirits from previous castings become uncontrolled. You choose which creatures are released.
An elemental spirit can be created only from a mostly intact corpse or skeleton. The remains must be that of a creature with a physical anatomy. When imbue elemental spirit is cast the remains are consumed by the summoned elemental spirit and transformed into a shell of energy resembling the creature the remains used to belong to. The shell becomes the vessel that contains the elemental spirit and allows it to exist.
The type of elemental spirits created are chosen upon casting of imbue elemental spirit. Different types can be created from a single casting of imbue elemental spirit but they must each correspond with an elemental plane.
Casting Time 1 standard action
Components V, S, M (a zircon gem worth at least 25 gp per Hit Die of the elemental)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell transforms the remains of creatures into elemental spirits that obey your spoken commands.
The elemental spirits can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain until they are destroyed. A destroyed elemental spirit vanishes leaving nothing behind.
Regardless of the type of elemental spirit you create with this spell, you can't create more HD of elemental spirits than twice your caster level with a single casting of imbue elemental spirit.
The elemental spirits you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of elemental spirits per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess elemental spirits from previous castings become uncontrolled. You choose which creatures are released.
An elemental spirit can be created only from a mostly intact corpse or skeleton. The remains must be that of a creature with a physical anatomy. When imbue elemental spirit is cast the remains are consumed by the summoned elemental spirit and transformed into a shell of energy resembling the creature the remains used to belong to. The shell becomes the vessel that contains the elemental spirit and allows it to exist.
The type of elemental spirits created are chosen upon casting of imbue elemental spirit. Different types can be created from a single casting of imbue elemental spirit but they must each correspond with an elemental plane.