Deities: Kiryu
Granted Powers: Machine Mastery. The character receives the Craft Construct feat as a bonus feat. In addition, she can create any construct she wishes without needing the prerequisite spells, but only for constructing metal constructs, such as Iron Golems and Mechs (see monsters section). She must still meet all other requirements to create the construct.

Construct Domain Spells

1. Make Whole Repairs an object.
2. Machine Fist Caster's arms transform into robotic appendages.
3. Heat Metal Makes metal so hot it damages those that touch it.
4. Bombard Caster fires a barrage of missiles from their hands.
5. Remote control As dominate, except functions only on metal constructs.
6. Stoneskin Ignore 10 points of damage per attack.
7. Iron Body Your body becomes living iron.
8. Awaken Machine Construct gains human intelligence, but remains under creator's control.
9. Reconstruct As Resurrection but only affects constructs.

Awaken Machine
Transmutation
Level: Machine 8
Components: V, S, M, DF, XP
Casting Time: One day (see below)
Range: Touch
Target: One construct
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

        This spell allows the caster to infuse a metal construct with human intelligence and presence. To succeed, you must make a will save (DC 10 + HD of the construct).

        Once the spell is completed, the construct gains 3d6 points of Intelligence, and gain access to skills and feats if it didn't have them before. If the construct has bonus feats, these do not count towards the feats gained from the effects of this spell. The construct's Wisdom and Charisma scores each rise by +1d6. The construct's alignment remains the same as the normal construct. The construct gains the ability to speak one language you know, plus one additional language you know per point of intelligence bonus (if any).

        Constructs improved by this spell are still under the control of their creators, but are more intelligent and aware, so they can act more creatively in combat. If a construct goes berserk after being improved by this spell, it merely breaks free of its master's control, and doesn't necessarily go on a rampage. The construct's alignment remains the same as its normal alignment. It does, however, remember its time as a slave, and will often work to destroy its former master. The construct's master can try to reestablish control as normal.

        This spell can only be cast on the construct during the creation process, and only on constructs that are predominantly made of metal. This spell is incorporated into the rituals to create the construct, and extends the time required to animate the creature by one day. Pre-existing constructs cannot be targeted by this spell, and if it is cast on one, the spell is wasted.

        Material components: One fire, one black and one white opal, each worth 1,600gp. These gems are incorporated into the construct as it is created.

        XP: 300 XP per HD of the construct to be awakened.

Bombard
Conjuration
Level: Machine 4, Wiz/Sor 3
Components: V, S, M, F/DF
Casting Time: 1 action
Range: Long (400ft. +40ft./caster level)
Area: All creatures within a 20ft. burst
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes

Developed to mimic the powerful technological weapons developed by the Kiryu priesthood in the city state of Technali, this spell is a closely guarded secret among the followers of the Machine King. While the Technali Empire allows its distribution among their own wizards and sorcerers, they are known to execute any spell-caster who willingly gives the knowledge of this spell to an outsider.

Upon completing this spell, a circular vortex appears in front of the caster's outstretched hands, and a series of small, cylindrical projectiles streak out of it in line. The missiles streak towards their target, where upon they impact and explode in a 20ft. spread, dealing damage based on type of missiles selected by the caster when she casts the spell.

When the character casts the spell, she must choose the type of missiles to be used. Consult the following table to determine what type of missiles the caster can choose. Casters can use a missile type of a lower level if they wish.

Level Missile Type Damage Type
1-5 Concussion Piercing
6-10 Napalm ? Piercing, ? Fire
11-15 Freezer ? Piercing, ? Cold
16-20 Sulfuric Acid ? Piercing, ? Acid

        All creatures within the spread take 1d6 points of damage per two caster levels, (max 10d6). For the higher end missiles, the damage is split between piercing damage and an energy type. Regardless of the type of missile chosen, all creatures within the spread take damage according to the type of missile chosen. If they have resistance to one type of damage, such as a skeleton's resistance to piercing damage, determine damage and apply resistance to the appropriate damage.

        When firing this spell, the caster must designate a target point for the missiles to strike. Should an obstruction block the missiles' path, they will detonate prematurely. The missiles cannot be fired through any space smaller than 5ft. in diameter, and anything with a diameter less than 10ft. requires a ranged touch attack to "hit" the space.

        Material components: A pinch of gunpowder and a bit of chemical determined by the type of missile launched. Concussion missiles require a piece of steel, napalm missiles require a bit of basalt, freezer missiles require a small shard of rock crystal, and sulfuric acid missiles require a piece of limestone.

        Focus: A metal tube.

Machine Fist
Transmutation
Level: Machine 2, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One creature touched
Duration: 1 hour + 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

        A favorite spell among the warriors of Technali, Machine Fist transforms the recipient's arms into organic adamantine. While so transformed, the creature's arms gain phenomenal strength and striking power, as well as the capacity to use cybernetic weapons. This spell is virtually unknown outside Technali.

        Upon completing the spell, the target's arms are transformed into mechanical, living adamantine. While the spell is in effect, the creature receives a +2 enchantment bonus to Strength when using her arms. Additionally, the character can make unarmed attacks, dealing 1d8 + 1 per caster level (max +5) points of damage. While under the effects of this spell, the character is considered armed when making bare handed attacks, and does not provoke an attack of opportunity. The character's fists are considered adamantine for overcoming damage reduction and for ignoring hardness when striking objects.

        Focus: A piece of adamantine, worth 100gp.

Reconstruct
Conjuration (Healing)
Level: Machine 9
Components: V, S, M, DF
Casting Time: 1 hour
Range: Touch
Target: Destroyed Construct Touched
Duration: Instantanious
Saving Throw: None
Spell Resistance: No

        This spell functions like a True Resurtection spell, save that it can only target constructs, and a piece of the original construct must be present during the restoration process.

        Upon completing the spell, the piece of the construct to be restored slowly grows and forms itself into the original construct, while all other pieces disintegrate into ash and become useless. Once the construct is restored, the original creator regains control of the construct. If the original creator is dead, the caster gains control of the construct. If the restored construct had no master or was a free willed creature, the caster does not gain control of the construct. Constructs restored by this spell are restored with full hit points and can act immediately.

        Material Components: A sprinkle of quicksilver, and pieces of adamantine worth a total of at least 30,000 gp or half the original cost of the construct, whichever is less.

Remote Control
Enchantment [compulsion]
Level: Clr 6, Machine 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Close (25ft. + 5ft./2 level)
Target: One construct within range
Duration: 1 round / level (D)
Saving Throw: Will negates
Spell Resistance: No

        One of the most commonly used spells among the clerics of Technali, this spell allows the caster to take control of a single construct within range. When targeted by this spell, the construct must make a successful Will save or immediately fall under the control of the spell's caster. For the duration of the spell, the spell caster is considered the construct's master, and can give it commands as though she were the original creator.

        Once the spell's duration elapses, the construct returns to the original caster's control.

        Material Components: A shard of quartz crystal and a piece of copper wire.