Level
3rd
Casting Time
1 Bonus Action
Range/Area
Self
Components
None
Duration
Concentration
1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Casting this spells causing magical arms to sprout from your back. Choose an alignment for each arm, Good, Evil, or Neutral each with their own abilities, shown below. The arms last for the duration or until destroyed (AC equal to caster's. HP of 10). Each arm can assist in spell casting or melee attacks. Each arm used to assist in the casting of a spell adds 1 to the Spell Save DC and each arm used to assist in a melee attack increases the Hit Bonus by 1.
Good: Good arms gain the ability to cast Cure Wounds.
Neutral: Neutral arms can assist with Saving Throws and ability checks, adding 1d4 to the roll
Evil: Evil arms gain the ability to cast Magic Missile
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