Janx' Artificial Control
(Alteration, Enchantment)

Range:  0
Components:  V, S
Duration:  1 year per 3 levels
Casting Time:  1 hour
Area of Effect:  Device touched
Saving Throw:  Negates

This spell allows the recipient to manipulate any mechanical device that was attached to him at the time of the spell's casting. In short, it allows the usage of mechanical limbs that have been attached to somebody by that person. For example: a victim of an accident has lost his arm. A mechanical replacement can be made, but must have a value of 1000 gp or more. The limb is attached, and then the spell is cast. From then on, as long as the spell is in effect, the recipient of the spell can control all the joints and levers on that limb. A recipient may have as many functions as his Intelligence, because the wearer must concentrate a little bit more than an ordinarily limb. A single limb is counted as a function, but creative designers can add crossbows, blades, and many other devices that each count as a function. This spell can allow the manipulation of hinges, levers, pulleys, and wheels. If the limb is separated from the body, the recipient can still control its functions to a range of touch. This spell does not bestow the benefits of a sense of touch. The operating strength is equal to 11/2 times the caster's level, rounded up, but only grants 10% per point past 18 Strength. Thus, an arm enchanted by a 14th-level wizard would have a Strength of 18/20 for attacks made with that arm only. Because the rest of the person doesn't have 18/20 Strength, he is still considered as having his normal strength.
Artificial Limbs are much sturdier than their natural counterparts. Except under very extreme stress, they are not likely to take damage. This spell must be cast once for each limb to be enchanted. This spell can also be used to turn wheels. A wheel of 3-foot diameter can be turned at four time the caster's level rounds per minute.

