Multiverse Crisis: Pirates in the New Age of Heroes
School abjuration; Level antipaladin 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, magus 3, paladin 3, sorcerer/wizard 3, summoner 3, witch 3;
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature, or object
Saving Throw none; Spell Resistance no
You may use this spell to disable one high-tech device, or disperse an effect created by a technological device. You make one dispel check (1d20 + your caster level) and compare that to the spell with the highest caster level1 (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every effect.
If the target is an technological item, one of two things happens. If it is a piece of consumer electronics (such as a cell phone or computer), the device is rendered permanently inoperable. If it is a weapon or other device that is expected to be in combat, it is disabled for 1d4 rounds while the backup systems come online.
1 For lack of a better term, since these aren’t actually spells. When in doubt, a technological item’s caster level is equivalent to the minimum level it would take a wizard to cast a spell that replicated the item’s function.
School abjuration; Level bard 5, cleric/oracle 6, druid 6, inquisitor 6, magus 6, sorcerer/wizard 6, summoner 5, witch 6;
Target or Area one spellcaster, creature, or object; or a 20-ft.-radius burst
You choose to use Solar Pulse in one of two ways: a targeted dispel, or area dispel.
Targeted Dispel: This functions as a targeted Electromagnetic Pulse, but it can dispel one effect or device for every four caster levels you possess, starting with the highest level effects and proceeding to lower level effects.
Area Dispel: When Solar Pulse is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by Electromagnetic Pulse. For each object within the area that is the target of one or more technological effects, apply the dispel check as with creatures. Third Law items are not affected by an area dispel.
For each ongoing technological area of effect whose point of origin is within the area of the greater dispel magic spell, apply the electromagnetic pulse to dispel the spell. For each ongoing spell whose area overlaps that of the Solar Pulse, apply the dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing technological effect (such as a holographic monster conjured by a hologram projector) is in the area, apply the dispel check to end the effect that conjured that object or creature in addition to attempting to dispel one effect targeting the creature or object.
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area all magical effects and magic items within a 40-ft.-radius burst, or one Third Law item (see text)
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance no
All technological objects within the radius of the spell, except for those that you carry or touch, are disjoined. That is, anything more advanced than a steam engine is unraveled and destroyed completely, and all Third Law items are rendered inert for the duration of this spell. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. If an item’s saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed. A sentient technological construct may make a will save to resist this effect, but rolling a natural 1 results in 10d10 points of damage.
You can also use this spell to target a single, nonsentient item. The item gets a Will save at a -5 penalty to avoid being permanently destroyed. Even Third Law artifacts are subject to this spell, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact’s power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
Note: Never do this on a space station. It’s kind of a bad idea.