Level: Arcane 0, Divine 0; Components: V, S, M; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One object of up to 100 lb./level; Duration: 1 minute/level; Saving Throw: Will negates (object); Spell Resistance: Yes (object)
The haywire spell causes a single device to behave randomly and erratically, defying any attempts to bring it 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.
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.
Material Component: A small magnet.
Find topic in: Arcana, Bullet Points
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