A continuation of the previous post, here's the next batch of spells that will be featured in Path of Iron:
DIVINE STRIKE
School evocation; Level antipaladin 3, paladin 3, inquisitor 4
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round/level or until discharged, see text
With a word of conviction, you strike your opponent with divine wrath, creating a cascade of energy to burst from your weapon’s strike.
After casting divine strike, your weapons glow with a pale radiance (about as bright as a candle); the color of the radiance is up to you. At any point during the spell’s duration when you strike an opponent with a weapon attack, you may discharge the effect onto the creature struck. This can be a melee attack or a ranged attack (ranged weapons bestow the effect onto their ammunition).
The target struck takes an additional 2d8 damage (no save); this damage is considered divine power and ignores damage reduction (but it not multiplied on a critical hit). Any creature that is adjacent to the creature struck (except you) also takes this damage. If the creature is the target of your smite evil or smite good, or if you are currently using your judgment ability, the damage doubles to 4d8.
Once you have dealt additional damage with divine strike, the spell is discharged.
ENABLE FUNCTION
School transmutation; Level sorcerer/wizard 3, vanguard 2
Casting Time 1 round
Components V, S
Range touch
Target construct touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Enable function allows you to grant new abilities to a construct. You can grant it either ranks in a skill or a specific feat.
If you grant it ranks in a skill, you must choose a single skill. You grant it either a number of ranks in that skill equal to half your caster level (max +10) or equal to your own ranks in the skill (max +20). A non-intelligent construct cannot be granted ranks an Intelligence- or Charisma-based skill.
If you grant it a feat, the construct gains a single feat of your choice. It must be one that the construct can qualify for.
You can cast enable function multiple times on a given construct; however, any feats or skill ranks granted by enable function cannot be used to meet prerequisites of feats granted by further castings of the spell.
FULL SALVO
School conjuration (creation) [metal]; Level magus 5, sorcerer/wizard 5, vanguard 5, witch 5
Casting Time 1 standard action
Components V, S, M (a firearm bullet worth at least 1 gp)
Range see text
Effect several conjured firearms
Duration instantaneous
Saving Throw none; Spell Resistance no
With a sweep of your hands you conjure several loaded firearms nearby, each one floating and ready to fire.
Full salvo creates one medium musket per two caster levels (max 10). They each appear floating in your space or in squares adjacent to you. Each one immediately fires a single bullet at a nearby foe, dealing 1d12 piercing damage on a hit, threatening a critical hit on a 20 and dealing x4 damage on a critical hit. It has a range increment of 40 feet, can go up to five range increments, and strikes against touch AC in the first range increment. The gun misfires on a roll of a 1 or 2, making the shot for that gun automatically miss.
You must make a separate attack roll for each gun, using your normal bonuses. Any feats you have that apply to firearms, such as Weapon Focus or Clustered Shots, apply to the full salvo. The bullets count as magic and your choice of either silver or cold iron for the purpose of overcoming damage reduction. At 12th caster level, you can instead make the bullets count as adamantine for this purpose. Once you finish making all attacks, the guns vanish and the spell ends.