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Supercharge Armor

Classes Technomancer 2

School abjuration

Casting Time 1 standard action

Range touch

Target one suit of armor worn by a creature

Duration 1 round/level

Saving Throw none; Spell Resistance no

You supercharge the target armor. The armor’s hardness doubles; the armor sheds light in a 20-foot radius, increasing the light level 1 step to a maximum of normal light; and the creature wearing the armor gains temporary Hit Points equal to 5 + your caster level as long as it wears the armor.

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