Level
1st
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
10 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect

You throw the dice and create a true abomination. By pulling magic from three different sources and merging it into one medley that is under your command and control.

Unless you spend a bonus action this mixture will take the dodge action if directly attacked, or defending you if not attacked. If you have given it a command it will carry out the order to the best of it's ability and will do so until, it is destroyed, the time of the spell is up, or, you give it another order.

The dice determines the stats, attacks, ac, defensive abilities, offensive abilities, movement, and other abilities.

In the beginning the mixture starts with 3d8 [13] 3d10 [16] or 3d12 [19] hp plus your ability modifier plus your proficiency bonus.
The ac starts at 6 plus your proficiency bonus.
The base damage is 1d6.
The base land movement is 10 times your proficiency bonus. Other and more come from the metal dice.

The bottom dice is the metal. The middle dice is the stone, the top dice is the wood or bone, the leather dice is the special.

1, beast. TOP: int; wis; cha; attack; MIDDLE: str; dex; con; ac; BOTTOM: movement; resistance; immediately; hd d8 x2 SPECIAL: you may make 2 attacks with your weapon.

2, celestial TOP: int; wis; cha; attack; MIDDLE: str; dex; con; ac; BOTTOM: movement; resistance; immediately; hd; d10 SPECIAL: you have a fly speed equal to your base land speed.
[1:19 PM]
3, conatruct TOP: int; wis; cha; attack; MIDDLE: str; dex; con; ac; BOTTOM: movement; resistance; immediately; hd; d10 SPECIAL: you can be healed by spending a spell slot and regaining 2d6 (8) plus your casting stat modifier.

4, dragon: TOP: int; wis; cha; attack; MIDDLE: str; dex; con; ac; BOTTOM: movement; resistance; immediately; hd; d12 SPECIAL: you have a breath weapon of 1 acid, 2 cold, 3 fire, 4 lightning, 5 poison, 6 thunder.

5, elemental: TOP: int; wis; cha; attack; deal 1d10 1 acid, 2 cold, 3 fire, 4 lightning, 5 poison, 6 thunder. Damage MIDDLE: str; dex; con; ac; BOTTOM: movement; resistance; you take half from, can not be the same as immunity, acid, 2 cold, 3 fire, 4 lightning, 5 poison, 6 thunder. immediately; 1 acid, 2 cold, 3 fire, 4 lightning, 5 poison, 6 thunder. Can not be the same as resistance. Hd; d10 SPECIAL: you are made of 1 acid, 2 cold, 3 fire, 4 lightning, 5 poison, 6 thunder.

6, fay: TOP: int; wis; cha; attack; MIDDLE: str; dex; con; ac; BOTTOM: movement; resistance; immediately; hd; d8 SPECIAL: you may concentrate on a spell for your summoner.

7, fiend demon: TOP: int; wis; cha; attack; MIDDLE: str; dex; con; ac; BOTTOM: movement; fly speed resistance; immediately; hd; d10 SPECIAL:

8, fiend devil: TOP: int; wis; cha; attack; MIDDLE: str; dex; con; ac; BOTTOM: movement; fly speed.. resistance; immediately; hd; d10 SPECIAL:

9, giant: TOP: int; wis; cha; attack; MIDDLE: str; dex; con; ac; BOTTOM: movement; resistance; immediately; hd d10; SPECIAL: you start at large sized.
[1:19 PM]
10, plant: TOP: int; wis; cha; attack; MIDDLE: str; dex; con; ac; BOTTOM: movement; resistance; immediately; hd d12; SPECIAL: every 25% hp you split forming a half remaining hp ( round up )

11, swarm: TOP: int; wis; cha; attack; MIDDLE: str; dex; con; ac; BOTTOM: movement; resistance; immediately; hp; d10 SPECIAL: you start at fine sized. You have 2 of you per hp that you have however you lose 1 per hp lost. When reduced to 0 hp the remaining swarm deals 1 round of damage and disburses.

12, undead: TOP: int; wis; cha; attack; MIDDLE: str; dex; con; ac; BOTTOM: movement; resistance; immediately; hd: d12 SPECIAL: you do not breathe. You have 2 resistances, if the same is rolled you gain that immunity and add 1d4 of this damage.

If you are a wizard you may apply your proficiency bonus to any one of these again.

If you are a Conjuration you may pick 1 of the 4 dice and select what side it lands on. You can not use the same dice twice unless there is a long rest between.

If you are a wild sorcerer you may re-roll 1 dice

If you are a Druid you may
Wild shape into this while the spell is active and not counted as one of your wild-shapes

If you are a warlock you may double the time of the mixture.

If you are a Cleric you may replace 1 damage with radiant. This must be chosen at the start of the level? Day? Time of memorizing?

If you are more than 1 of these classes you count as the highest of the choices or the one you have had for longer.

at higher levels you gain

3d6 hp as before

1d6 damage

plus 1 to ac

 

* - (a 6 sides dice made of leather 1 gp, wood 2 gp or bone 2 gp, stone 3 gp, or metal 3 gp, used to hold the target.)

Available For: Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Sorcerer (Legacy) - Wild Magic (Legacy) Wizard (Legacy) - School of Abjuration (Legacy)

BindMan

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