Steady Hands
Steady Hands
You gain precise control over your fine movements.
Sabotage
Sabotage
You sabotage the integrity of an object.
Lesser Repair
Lesser Repair
You restore an object or construct that has been damaged. The target regains hit points equal to 1d8 + your spellcasting ability modifier. Magic items can be repaired in this way, but their magic is not restored.
Greater Repair
Greater Repair
You cause an object or construct to rapidly return to working condition. The target regains 30 hit points. If the target is undergoing one or more malfunctions and this spell restores it to full hit points, it loses all malfunctions. Otherwise, it loses one malfunction of your choice. Magic items may be repaired in this way, but their magic is not restored. You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating.
Conjoinment
Conjoinment
You bind the motions of two objects together such that the motion of one influences the other, regardless of the distance. If an object being targeted by this spell is being worn or carried, the bearer of the object makes the saving throw. If you attempt to cast this spell on an object that is already conjoined to another object, the spell fails.
When you cast this spell, choose one of the following options:
Transfer Exhaustion
Transfer Exhaustion
Your touch draws out a creature’s exhaustion.
Transmute Exhaustion
Transmute Exhaustion
All the target creature’s levels of
Reckless March
Reckless March
You suppress exhaustion in your traveling companions. Choose any number of creatures within range when you finish casting this spell.
Inner Solace
Inner Solace
You turn a creature’s exhaustion into a well of inner strength.
Burst of Strength
Burst of Strength
In a sudden eruption of fortitude, you break bonds in inhuman fashion.