The initial printing of the Construct Spirit stat block says its HP is 40 + 15 per spell level above 3rd, but summon construct is a 4th level spell. Thus, when summon construct is used from a 4th level slot, the summoned Construct Spirit will have 55 hit points, and when used in a higher level slot, its HP increases by 15 per level as normal. (RAW clarification)
Embris has a great many unique creatures within it, some of them can even be summoned using spells like Conjure Elemental. We are allowing these spells to summon Embris specific monsters, as long as they follow the spells specifications.
You can find a great many of these monsters in the Embris: Monster Manual and Arena Maps shard.
The Clone spell can only be used to create up to an amount of clones equal to the caster's proficiency, and each clone must be of a different person.
You may have a Tressym as a familiar, but the Tressym does not have the "Detect Invisibility" feature as it was deemed too powerful for a base familiar.
With Word of Recall you may only have one sanctuary designated at a time.
Reincarnation now works on Fey as well.
The number of Glyphs has been restricted to five per room/space.
The Mighty Fortress spell can be used to permanently make a structure that has 9 room points. The structure is classified as a Huge Structure and you still need to purchase the land for it. If you cast the spell in a different location your previously made rooms transfer with it and the previous fortress crumbles into the ground. It takes 52 DT casting at 8th level and 13 DT casting at 9th level per the server homebrew document.
If you are making a permanent spell such as a Teleportation Circle which requires multiple castings over a period of time to become permanent, you can upcast it to decrease the castings required. For every level the spell is cast at above its lowest level, it moves down the chart by one.
For example: if you cast Teleportation Circle at 6th level instead of 5th, it would go from needing to be cast every day for 365 days to needing to be cast every day for 90 days. If you cast Forbiddance at 7th level instead of 6th, it would go from needing to be cast every day for 30 days to needing to be cast every day for 7 days. For spells which do not need to be cast every day, but every week like Mighty Fortress, a similar process applies.
You must use Downtime to do this.
Daily Castings Required Weekly Castings Required
Every day for 365 days Every week for 52 weeks
Every day for 90 days Every week for 13 weeks
Every day for 30 days Every week for 4 weeks
Every day for 7 days Every week for 1 week
Every day for 1 day
Revival spells can be provided in any of the major cities for twice the normal material cost of the spell.
For other healing spells without material cost the clerics of these cities require a donation of 50gp*Spell Level to the church.
A character can only use one scroll case at a time. It takes an action to don or doff a scroll case.
Each scroll case can hold 5 scrolls.
You may only bring 10 spell scrolls per quest.
If the spell is of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10+the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
The spell save DC and bonus to hit are inherent to the scroll and are not modified by any of the caster’s benefits (such as items like a +1 All-Purpose Tool or the caster's stats).
The Tattoo Spacing is limited as follows:
Common=1
Uncommon=2
Rare=4
Very Rare=8
Legendary=16
How many points each part of the body can hold:
Arms=4
Legs=4
Chest=8
Back=8
Scalp=2
Space for 26 points overall.
2nd-level Evocation (Cleric, Druid)
Casting Time: 1 Action
Range: 30ft
Components: V, S, M (a pearl worth 50gp that is consumed when cast)
Duration: Concentration, up to 1 minute
You create a pool of magical healing energy in a 5-foot radius spehere centered ona point you can see within range. The pool contains 30 hit points and sheds bright light in a 5-foot radius, and dim light for an additional 5 feet.
Once per turn on its own turn, a creature you are not hostile to within 5 feet of the pool can touch the pool using an action, bonus action, or reaction to regain hit points from it. A creature gains up to 20 hit points when they use an action to touch the pool, up to 10 hit points when they use a bonus action, or up to 5 hit points when they use a reaction. The same number of hit points are expended from the pool.
Hit points gained from this spell can not bring a creature's current hit points above half its hit point maximum. Any healing in excess of that amount is wasted.
For the duration, you can use a bonus action on each of your turns to increase the pool of healing by a number of hit points equal to 5 times the slot level used. If the pool is reduced to 0 hit points, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial pool of healing increases by 10 points for each slot level above 2nd.
1st-level Divination (ritual) (Cleric, Druid)
Casting Time: 1 minute
Range: Touch
Components: V, S, M, (A seed worth at least 10 gp that is consumed)
Duration: Until Dispelled
This spell creates a way to keep track of the health and life of another. While you cast this spell, a willing creature must plant the seed used as the material component for this spell. After the spell is cast, the seed will instantly bloosom into a flower that cannot be destroyed except by magical means.
If the subject who planted the seed is ever extremely unwell (including suffering froma fatal disease or being wounded) the flower begins to drop its petals, but does not wilt. The petals regrow immediately as the creature recovers. The flower wilts and dies permanently if the creature reaches 0 hit points or leaves the prime material plane.
Transmutation Cantrip (Artificers, Sorcerer, Bard, Druid, Wizard)
Casting Time: 1 Action
Range: 5ft
Components: S, M (a piece of paper)
Duration: Instantaneous
You magically fold and animate a Tiny piece of paper or similar material, such as a leaf, within range. You can fold it into one of the following shapes:
Boat. The boat floats on and is not destroyed by the water. When placed in water, you can mentally direct the boat to move in any direction along the water's surface, at a speed of 5ft per round. The boat is able to carry a single Tiny object that weighs one pound or less.
Crane. The crane has a fly speed of 10ft. You can mentally direct the crane to move, or name a location within 1 mile that you know of. The crane will fly to the location and land, becoming inert.
Dog. The dog has a movement speed of 10ft. You can mentally direct the dog to move. If a creature hostile to you moves to within 10ft of the dog, the dog moves up to its speed towards it and gives off a loud barking noise. Afterwards, the dog unfolds itself and becomes inert.
Flower. The flower is controlled by the time of day. It is open during the day and closed during the night. During sunrise and sunset, the flower slowly opens and closes respectively.
Samurai. The samurai has a movement peed of 5ft. You can mentally direct the samurai to move. The samurai always points his sword in the direction of the nearest castle or fort.
You can have up to 5 pieces of origami active at once.