Prang
- SchoolAlteration
- ComponentsV, S
- Range180 feet
- Area1 machine
- Casting time1 round
- DurationPermanent
- SaveNegates
Sidebar Mage vs Machine
The prang spell induces a catastrophic system crash, which results in the destruction of the targeted sheen's digital cognizance. If successful, the sheen's original program and “personality,” if any, can never be restored; it's a blank electronic slate. However, if the wizard who cast the spell has the Digital Persuasion proficiency, a check at a –4 penalty can be attempted if the caster wishes to activate the functions of the sheen that operate below its cognitive system. (Machine Mages automatically succeed at this proficiency check.) This allows the caster to command the sheen to perform simple tasks, such as “guard,” “attack,” and “follow.” A sheen in this state is incapable of any self-awareness and will lapse into inactivity if not given a command.
If a sheen makes a successful saving throw vs. spell, it still suffers 2d8 + 1 points of damage. If the machine falls below 0 hit points because of the damage, its basic programming remains and reasserts itself once its internal repair subroutines have brought the machine back to positive hit points.
Sources: Dragon Magazine