Rewire Flesh, Mass
Transmutation
Technomancer6

Casting Time

1 Standard Action

Range

Medium (100 ft. + 10 ft./level)

Area

-

Effect

-

Target

up to one living creature/level, no two of which can be more than 30 ft. apart

Duration

1 round/level; see description (D)

Saving Throw

Will (negates), Fortitude (half)

Spell Resistance

Yes

Source

Core Rulebook pg. 375

Like rewriting the code that makes up a computer program, you manipulate the targets’s DNA to painfully rewire that targets' biological functions to mimic the cold and rigid processes of a robot. The targets must succeed at a Will saving throw, or all of its movement speeds are halved and it takes 3d6 slashing damage per round on its turn as its internal organs shift and transform to become more like the inner components of a robot. Each round, the targets can attempt a Fortitude saving throw to halve the damage this spell causes. While this spell is in effect, the targets’ body becomes visibly more robotic; its voice is tinny and halting, its movements are jerky, and its face is unmoving and emotionless. The targets has the flat-footed condition, and it takes a –2 penalty to all Sense Motive checks as well as to all Charisma-based and Dexterity-based skill and ability checks.


Dragonscript

ID

55594923b66728f47cd02d52
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