Haywire

Haywire [credit: Alex, Scott]

Range: 2m

Casting Time: 1 Round

MP Cost: 6

Duration: up to 1 minute

This spell causes a single device or a group of small devices if they are very close (within a meter or so) and somehow part of the device cast upon to each other to behave randomly and erratically, defying any attempts to bring it/them under control.

Cash registers display random prices and open their money drawers repeatedly. Escalators surge forward, then reverse themselves. Automatic teller machines flash random patrons’ account balances on the screen as they spew forth receipts (not money, though).

It’s impossible to describe the exact effects of haywire on every modern device. In general, a machine subject to haywire functions as if someone were pressing random buttons or otherwise manipulating it randomly, but any effect that would permanently break something or damage a creature should be very rare, if at all possible. (GM discretion applies)

Turning off a device subject to a haywire spell doesn’t work, because the spell disables the “off” switch. Cutting off the power supply (by unplugging it, for example) disables the device 1d4 rounds later, ending the spell.

If the device is possessed by or being operated by an individual, they get an ESS x5 roll to not have their device freak out. Example: The car you’re driving.