The new classes in Path of Iron get their own unique line of spells, much like the Nightblade of Path of Shadows did with its "Umbral" spells. In this case, the Saboteur has access to "trap extensions", traps that by themselves do nothing, but instead enhance the function of another trap placed in the same location. The Vanguard has access to "discharges", each of which require you to be using a resonance to activate and swiftly create an effect within 20 feet of your construct companion.
OBSERVATION TRAP EXTENSION
School divination (scrying); Level saboteur 3
Casting Time 1 standard action
Range see text
Effect one trap extension
Duration see text
Saving Throw Will negates; Spell Resistance yes
An observation trap extension allows you to modify the next trap you place in the same square to create a scrying sensor upon triggering.
You first place the observation trap extension as a saboteur trap in a square adjacent to you, just as you would any other saboteur trap. At any point within the next minute, you must place a second trap in that same square (either a saboteur trap or a mundane trap). This effect supersedes the normal rule that two saboteur traps cannot be placed in the same space. The observation trap extension merges with the second trap, enhancing its function. A trap that is enhanced by an observation trap extension notifies you mentally when it is triggered, similar to the mental alarm provided by an alarm spell but out to any range. You are not given any information about the triggering creature.
At any point within 10 minutes of receiving the alarm, you can choose to observe the creature that triggered the trap, as a scrying spell. The creature gets a Will saving throw against this effect (you are considered to have firsthand knowledge of the target, as described in the scrying spell). The scrying effect lasts for 1 minute per caster level.
The observation trap extension lasts until the trap is triggered, disarmed, or breaks apart (if the trap does so, as a saboteur trap does). Only one “trap extension” spell can be added to a particular trap.
School abjuration; Level vanguard 5
Casting Time 1 swift action
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration 1 round
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You must have a resonance in effect to cast this spell. With a single command you release the resonant energy built up between you and your companion in a wave of protective energy, ending the resonance immediately. Each ally within 20 feet of your construct companion gains a deflection bonus to AC equal to your caster level (max +20) for 1 round.
The magical effect of the resonance allows it to discern between friend and foe; enemies are not affected by the protective discharge.
School transmutation; Level magus 4, sorcerer/wizard 4, vanguard 4
Casting Time 1 standard action
Components V, S, M (a drop of mercury)
Range close (25 ft. + 5 ft./2 levels)
Target non-magical object weighing no more than 5 lb./level
Saving Throw Will negates (object); Spell Resistance yes (object)
You cause an object to lose its shape, briefly flowing like water before becoming solid again. This has no effect on the object’s temperature. The object flows for a few seconds before solidifying again, most likely in the form of a puddle on the floor. The solidifying of the object does not hinder any creatures or objects within the area of the liquefied “object”. A liquefied object cannot be repaired by normal means or by spells like mending and make whole, though a reconstruct, limited wish, wish, or miracle spell can repair it.
Only attended objects are granted a saving throw.