Type: Abjuration, Arcane 3
Casting time: action
Components: verbal, somatic
Duration: special
Range: self
Effect: As an action, gain an instance of temporary block and gain a +1d4 bonus to block checks for as long as you retain the temporary instance of block. This temporary block is not lost if the block check is successful. The temporary block lasts a maximum of 1d4 hours.
At higher levels: For every level above 3rd, increase bonus by 1d4.
Type: Transmutation, Enchantment, Arcane 3
Casting time: action
Components: verbal, somatic, material (A preexisting artificial form to animate)
Duration: special
Range: touch
Effect: As 4 full round actions, inscribe arcane runes on a small, medium, or large golem-like creature, puppet, or scarecrow of choice, granting it additional bonuses based on its properties before enchanting. It can understand you and will do its best to obey.
HP: 3d8 + 3 + 1d6 per casting bonus
Block: +1 / 3
AC: 14
Movement: 20 feet
Resistances: non-magical physical damage.
Immunities: poison, sleep, sickened, poisoned
Saves: con and wis +2
STR: 14
DEX: 14
CON: 14
INT: 9
WIS: 8
CHA: 7
Proficiency: +3
Skills:
Athletics +4
Perception +1
Actions:
Slam +5, 1d8 + 4 bludgeoning damage. DC 15.
Special:
Counts as golem and construct.
Depending on the golems properties at creation, grant it the following:
Made of stone - Grant 3 extra block at the start of combat. Make it immune to cold and fire damage, as well as immune to non-magical physical weapon attacks.
Made of wood - Grant it regeneration 2. It treats fire damage as cursed damage.
Made of clay - Grant a +2 bonus to wis and a +3 bonus to charisma. Allow it to speak in basic monotone.
Made of metal - Grant it an extra attack. All damage taken is reduced by 3. Make it immune to cold and fire damage.
Made wielding a weapon - Grant it proficiency with weapons it wields.
Made with tools or items integrated into form - Will utilize and gain proficiency with items and tools granted,
Made with purpose - Gains a +5 bonus to a skill of choice when in it's dedicated environment (example: a scarecrow gains a deception bonus in fields, Subject to GM.)
Small - Gain +10 ft of movement speed. Gain a 10ft jump distance.
Medium - Gain 5 ft of movement speed. +4 max HP.
Large - +4d8 max HP. +2 to damage and block DC.
Attached weapons, claws, or integrated traps - Golems should be permitted to use their parts (Subject to GM.)
At higher levels: For every level above 3rd, increase all ability scores by 1 and HP by 1d10.
Type: Transmutation, Arcane 3
Casting time: action
Components: somatic, material(ink or chalk or similar such substance)
Duration: special
Range: special
Effect: As an action, inscribe arcane runes on a weapon, object, up to a 5ft square surface, or creature within touch. The runes write themself on command and merely require a medium. Has a different effect for each target type:
On weapon - The weapon deals an extra 1d8 force damage and is considered magical. Lasts 1d4 hours.
On object - The object gains fire immunity. Lasts 1d6 days.
On area - Any creature that steps on the runes must make an intelligence save. On a failure, they take 3d6 force damage, and are thrown 20 feet into the air, typically taking another 2d6 damage from falling or collisions. On a success, they only take the force damage.
On creature - The creature takes 1d4 force damage and must make an intelligence save. On a failure, they become susceptible to your spells, gaining disadvantage on saves against them, but gain advantage on saves against spells from other creatures.
Type: Enchantment, Arcane 3
Casting time: action
Components: somatic, verbal
Duration: concentration, up to 10 minute.
Range: 40ft, special
Effect: As an action, force a creature within 40 feet to make an intelligence save. On a failure, they become stunned for as long as you retain concentration on the spell. When the spell ends, they have no memory of events right before the casting of the spell or what happened during its duration. If the target creature becomes damaged or injured, the spell ends.
If cast at a target within touch range, the save has disadvantage.
Type: Enchantment, Arcane 3
Casting time: action
Components: somatic, verbal
Duration: concentration, up to 10 minute.
Range: 20 feet
Effect: As an action, cause a creature to make a charisma check. On a failure, you have a +10 bonus to persuasion and deception checks made to influence the creature for the duration. Creatures that critically fail the save are ensnared in your charm and the bonus is permanent, requires no concentration. In either case, the effect is dispelled if you harm the target.
Type: Conjuration, Arcane 3
Casting time: full round action
Components: somatic, verbal
Duration: instant.
Range: 5ft.
Effect: As a full round action, draw an arcane circle of conjuration on a surface and parameterize it to cast it:
Select target: Choose a generic inanimate item to attempt to summon. Forbids conjuring precious metals, magical objects or items, and complex alchemical materials(such as healing potions or mana potions.) It must be small or smaller.
Get DC: Determine the DC of the circle.
The DC is 11 + target complexity DC(simple vs complex) + target rarity DC(common vs rare) + target naturality DC (natural vs manmade). All DCs are subject to GM, and can range from 0 to 3.
Activation check: Make an arcana check vs the DC of the circle, altering its outcomes in the following way based on the arcana check:
Critical failure - spell fizzles
Failure - Spell fizzles if range fails, or is miscast (Subject to GM.)
Success - Spell succeeds, guaranteeing at least a mistargeted conjured object.
Critical success - Spell succeeds, you gain the ability to reroll one future arcana check made as part of this spell.
Range check: Make a second arcana checks vs the DC of the circle, determining the range that the conjuration can reach to search for the target object:
Critical failure - Spell fizzles unless previous check was at least a success.Otherwise treat as failure.
Failure - Spells range is limited to a maximum of 1 mile.
Success - Spells range can be global.
Critical success - Spells range can be planar.
Accuracy check: Make a third arcana check vs the DC of the circle, determining the accuracy of spell and what object it summons:
Critical failure - Total mismatch (Subject to GM.)
Failure - Match in 1 of: function, purpose, or type of object.
Success - Match in 2 of: function, purpose, or type of object.
Critical success - Perfect match(if possible. Subject to GM)
At higher levels: If cast at 4th level, allows targeting an animal with 3 or less inteligence, but doing so increases the dc of the circle by 4. Cannot target creatures that possess or have equipped magical items. At 5th level, allows conjuring medium or large targets creatures, increasing the DC by 3 or 6 respectively.
Type: Necromancy, Arcane 3
Casting time: action
Components: somatic, verbal, material ( 1 silver coin )
Duration: special
Range: 20 feet
Effect: As an action, create an undead warrior from a medium humanoid corpse within 5 feet. An undead warrior must be annointed by the caster when created, being given a purpose of the casters description. It continues to follow this purpose for the rest of its existence.
On creation, roll 4d4 to determine the undead warriors intelligence.
HP: 2d8 + 1d6 * casting bonus
Block: +3 / casting bonus
Movement: 30 feet
Resistances: cold, fire
Immunities: poison, charm, sleep, sickened, poisoned
Saves: con and wis +2
STR: +3
DEX: +3
CON: +3
INT: 4d4 total
WIS: -1
CHA: +2
Skills:
Athletics +6
Survival +2
Perception +4
Other +1
Actions:
2 Attacks, +5, uses any weapon wielded, or claw
1d4 + 3 slashing claw
Special:
Has 2 reactions
has 2 feats of casters choice
Type: Enchantment, Arcane 3
Casting time: action
Components: verbal, somatic
Duration: 1d4 + casting bonus hours
Range: 60 feet
Effect: As an action, cause a creature preocupied with an ongoing task(such as working, cleaning, reading, eating, standing guard, or sleeping) to make a wisdom save. On a failure, they disregard things beyond their immediate surroundings and enter a day-dream like state. In this state they have a -10 penalty to perception and insight checks. Being directly interacted with or rudely disturbed will dispell the effect.
Type: Abjuration, Arcane 3
Casting time: action
Components: somatic, verbal
Duration: special
Range: 20 feet
Effect: As an action, cause a creature or object to be dispelled. Make an arcana check against its most prominent magical effect. It is calculated as follows: The level of the effect + 10. The DC is furthe increased by 1 per half the targets level if it is unwilling to be dispelled, and by 2 per level if the target is an item or object. On a success, the magical effect is ended.
On a failure, continue onwards down the list of effects, ordered by DC from greatest to least.
Permanent effects or permanent enchantments may only flicker and be disabled for 1d8 turns.
Type: Evocation, Arcane 3
Casting time: action
Components: verbal, somatic
Duration: special
Range: self
Effect: As an action, project a beam of bright light in a 60ft ray from your palm. Creatures within the beam must make a dexterity save. On a failure they take 3d6 fire and 3d6 lightning damage. On a success, they take only lightning damage. The beam can be reflected on crystal, mirror, and metallic surfaces.
At higher levels: For every level above 3rd, increase lightning and fire damage by 1d6.
Type: Evocation, Arcane 3
Casting time: action
Components: somatic
Duration: instant
Range: 20 foot radius sphere within 80 ft
Effect: As an action, cause all creatures in a 20 foot radius sphere within 80 feet to make a dexterity save. On a failure, they take 6d6 fire damage. On a success they take half.
At higher levels: For every level above 3rd, increase damage dealt by 1d6.
Type: Abjuration, Conjuration, Arcane 3
Casting time: action
Components: somatic
Duration: concentration, up to 1 minute
Range: 30ft, self
Effect: As an action or reaction, begin concentrating. For the duration, you can project a barrier to block off an area within range of you, cause any number of falling or collapsing objects within range to be maintained and levitated, cause all ranged attacks entering the area to fail, and cause all force, fire, cold, radiant, necrotic, sonic, or physical damage dealt within range to be reduced by 1d4.
Every time the created barrier is damaged, or a great force is exerted on it, create a concentration check. The DC is equal to the 1/3 the damage dealt.
Type: Conjuration, Transmutation, Abjuration, Arcane 3
Casting time: action
Components: somatic, verbal
Duration: 1 hour
Range: 20 feet
Effect: As an action, force a path of earth or stone to sprout a runed 3ft stone pillar. The totem has an enchanted aura that grants allies within 20ft of the totem a +2 bonus to saves and block checks.
You can choose to cause the totem to also have one of the following added effects:
The totem projects a bubble of enchanted air, providing safety from being submerged that can be traversed by creatures at will, but prevents falling objects, water, and weather from affecting its auras area.
The totem permits the caster to alter the material ground surfaces around the totem at will as an action, allowing you to alter the stone makeup, layout, composition, or to alter the terrain so long as it is stone, mortar, brick, ground, or sand.
The totem has a protective barrier on the edge of the aura. All projectile attacks that pass inside the area through the barrier can no longer crit and have a penalty to hit equal to the totems aura bonus.
The totem creates an illusion of the casters choice that obscures the area within.
At higher levels: Per level above 3rd, increase the totems aura bonus by 1 and radius by 5ft. At 4th duration is 8 hours, at 5th its 1 day, at 6th its 1 year.
Type: Illusion, Arcane 3
Casting time: action
Components: somatic, verbal
Duration: 1
Range: special
Effect: As an action, meld into a semi-real illusion. It quickly destabilizes, appears to do as you would wish, and can only last 1d4 turns, while you become invisible for 1d4+1 turns. The effect is ended if you make an attack against a creature or the decoy is interacted with.
At higher levels: Grants an extra turn for each level above 3rd.
Type: Transmutation, Arcane 3
Casting time: action
Components: verbal, somatic, material(1 flask of acid, poison, or similar foul substance)
Duration: 1d4 + casting bonus hours
Range: 50 feet
Effect: As an action, conjure a cloud of miasma from a flask of acid centered within 50 feet. The cloud occupies a 20 foot cube. You can spend a bonus action to move the cloud. Any creature that begins their turn in the cloud takes 1d8 poison damage, and must make a constitution save. On a failure, they take 1d6 necrotic damage and are sickened for 1 round.
At higher levels: For every level above 3rd, the cloud area increases by 5ft(25 ft cube, 30ft cube, etc) the necrotic damage increases by 1d6, and the sickened duration is increased by 1 round.
Type: Necromancy, Enchantment, Arcane 3
Casting time: action
Components: verbal, somatic
Duration: special
Range: 50 feet
Effect: As an action, force an undead
At higher levels: For every level above 3rd, the cloud area increases by 5ft(25 ft cube, 30ft cube, etc) the necrotic damage increases by 1d6, and the sickened duration is increased by 1 round.
Type: conjuration, transmutation, arcane 3
Casting time: special
Components: somatic, verbal, material (gemstone worth 50 gold or more)
Duration: instant
Range: 20 feet
Effect: As an action, begin a ritual to summon an elemental that serves you for a day, or until it is destroyed or dispelled. The spell requires a gemstone which is consumed by the spell and becomes the center of the elemental. The gemstone must have a clear line from your person to the target summoning location.
During the ritual, you must invoke(spend slots/points/scroll, but not gain the effect of it) another spell or cantrip that contains or manipulates the appropriate element( Subject to GM ) on the gemstone. This determines the kind of elemental you summon. If no such spell or cantrip is cast, the ritual fails and this spell fizzles. An elemental of multiple elements can be summoned, if such magic is used (Subject to GM.)
HP: 4d8
Block: 3 ( +5)
Movement: 40 feet
Resistances: physical, mundane
Immunities: poison, sickened, sleep, prone
Properties: regeneration 3
STR: +3
DEX: +3
CON: +3
INT: +2
WIS: +2
CHA: +2
Skills:
Arcana +5
Athletics +5
Nature +5
Perception +5
Attacks: +6 melee, 1d4 per native element of it's kind of damage, DC 16
Fire elementals
Base melee attack damage is increased by 1d6 fire.
Has 1d6 fire contact damage.
Gains ranged attack: fire bolt +7, 1d12 fire, DC 14
Fire immunity
Earth elemental
+2d6 max HP
+2 strength
+2 wisdom
+3 to melee attack block DC
Lightning elemental
Can make a melee attack as a bonus action.
Can zap a creature within 30 feet as an action:
DC 16 dexterity save, 3d6 lightning damage.
Heals from receiving lightning damage.
Water elemental
Melee attacks have reach II
+2 Block
+2 athletics checks
Can block attacks for allies within melee range
Air elemental
+10 movement speed.
Can carry an item and cast a given scroll, uses own arcana.
Mundane physical damage immunity
+2 dexterity
Blight elemental (acid/poison)
Gains 1d8 acid contact damage.
Critical hits cause targets to become poisoned until cured.
Immune to necrotic damage
Explode on death, dealing 3d8 poison damage to all creatures in melee range. DC 16 dexterity save halves.
Note: An elemental created in this manner must roll a d100 if they are not dispelled or destroyed for a full day. On a 100, they remain alive in the current realm/plane, but are no longer bound to the caster or their will. On all other rolls they destabilize. Survivor elementals tend to undergo some form of arcane devolution for the sake of stabilization (Subject to GM.)
Type: Conjuration, Arcane 3
Casting time: action
Components: somatic, verbal
Duration: instant
Range: 20 feet
Effect: As an action, create a magical waypoint that you can return to as a reaction. You must mark the area or object with a symbol. The waypoint location is anchored to either an object, structure, or world location, and lasts 1 hour.
At higher levels: increase the duration to 8 hours at 4th level, 1 day at 5th, and 7 days at 6th.