(Concentration, up to 1 minute.) You transform your naked hand to iron. Your unarmed attacks do 1d6 points of damage and are considered magical.
You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.
You copy your memories, or those learned from the spell read memory, onto an empty memory gear.
You target a construct, giving it an extra action or move on each of its turns.
You grant machinelike stamina to the target. The target requires no food or drink or rest. It can move at three times its normal speed overland and perform three times the usual amount of labor or read at three times the normal rate. Creatures under the effect of the spell are immune to nonmagical exhaustion and suffer no consequences for not sleeping or for overexertion. This spell does not reduce or prevent magical fatigue or magical exhaustion.
You halt the normal processes of degradation and wear in a nonmagical clockwork device, making normal maintenance unnecessary and slowing fuel consumption to 1/10th of normal. For magical devices and constructs, the spell greatly reduces wear. A magical clockwork device, machine, or creature that normally needs daily maintenance only needs care once a year, if it previously needed monthly maintenance, it now requires attention only once a decade.
You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment on your turn, and events progress naturally from there.
You speak a word, and the target construct can take one action or bonus action on its next turn, but not both. The construct is immune to further tick stops from the same caster for 24 hours.
You launch thousands of needle-like darts in a 5-foot- wide line at a target. Creatures in the line take 6d6 piercing damage, or half damage with a successful Dexterity saving throw. The primary target of the needles makes the saving throw with disadvantage.
At Higher Levels: when you cast this spell using a spell slot of 4th level or higher, add 1d6 to the damage per spell level.
You surround yourself with the perfect order of clockwork. Chaotic creatures that start their turn in the area or enter it on their turn take 5d8 psychic damage. The damage is 8d8 for Chaotic aberrations, celestials, elementals, and fiends. A successful Wisdom saving throw halves the damage, but Chaotic creatures (the only ones affected by the spell) make the saving throw with disadvantage.
You open your mouth and unleash a shattering scream. All other creatures in a 30-foot radius take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces deafness to 1d8 rounds.
You unleash a burst of superheated steam in a 15-foot radius centered on you. All other creatures in that area take 5d8 fire damage, or half damage with a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished and everything becomes wet.
At Higher Levels: when you cast this spell using a spell slot of 5th level or higher, add 1d8 damage per spell level.
One willing creature you touch becomes immune to mind-altering effects and psychic damage for the spell's duration.
You create a robe of metal shards, gears, and cogs that provides a base AC of 14 + your Dexterity modifier. As a bonus action while protected by a robe of shards, you can command bits of metal from a fallen foe to be absorbed by your robe, each infusion of metal increases your AC by 1, to a maximum of 18 + Dexterity modifier. You can also use a bonus action to dispel the robe, causing it to explode into a shower of lying metal that does 8d6 slashing damage, +1d6 per point of basic (non-Dexterity) AC above 14, to all creatures within 30 feet of you.
A damaged construct or metal object regains 1d8 + 5 hit points when this spell is cast on it.
At Higher Levels: the spell restores 2d8 + 10 hit points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20 at 8th level.
You copy the memories of one memory gear into your own mind. You recall these memories as if you had experienced them but without any emotional attachment or context.
(small pendulum or metronome made of brass and rosewood worth 10 gp) You speak a word of power, and energy washes over a single construct you touch. The construct regains 350 hp, all negative conditions on the construct end, and it can use a reaction to stand up, if it was prone.
You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell. The targeted clockwork can't cast spells with verbal components or even communicate effectively (all its utterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. If the saving throw fails, the clockwork moves at three times its normal speed in a random direction and then its turn ends, it can't perform any other actions. If the saving throw succeeds, then until the end of its turn, the clockwork's speed is doubled and it gains an additional action, which must be Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the clockwork takes 2d8 force damage.
You wind your music box and call forth a piece of another plane of existence with which you are familiar, either through personal experience or intense study. The magic creates a bubble of space with a 30-foot radius within range of you and at a spot you designate. The portion of your plane that's inside the bubble swaps places with a corresponding portion of the plane your music box is attuned with. There is a 10% chance that the portion of the plane you summon arrives with native creatures on it. Inanimate objects and non-ambulatory life (like trees) are cut of at the edge of the bubble, while living creatures that don't fit inside the bubble are shunted outside of it before the swap occurs. Otherwise, creatures from both planes that are caught inside the bubble are sent along with their chunk of reality to the other plane for the duration of the spell unless they make a successful Charisma saving throw when the spell is cast, with a successful save, a creature can choose whether to shift planes with the bubble or leap outside
of it a moment before the shift occurs. Otherwise, creatures and effects can move freely across the boundary of the sphere, for the duration of the spell, it fully becomes a part of its new location.
You call upon the dark blessings of the furnace god Molech. In an hour-long ritual begun at midnight, you dedicate a living being to Molech by branding the deity's symbol onto the victim’s forehead. If the ritual is completed and the victim fails to make a successful Wisdom saving throw (or the victim chooses not to make one), the being is transformed into an avatar of Molech under your control. The avatar is 8 feet tall and appears to be made of black iron wreathed in flames. Its eyes, mouth, and a portion of its torso are cut away to show the churning fire inside that crackles with wailing voices. The avatar has all the statistics and abilities of an earth elemental, with the following differences:
It's Alignment is Neutral Evil, its Speed is 50 feet and it cannot burrow or use earth glide, it gains the fire form ability of a fire elemental, but it cannot squeeze through small spaces, its Slam does an additional 1d10 fire damage.
This transformation lasts for 24 hours or until the avatar reaches 0 hp. At the end of
that time, the subject returns to its normal state and takes 77 (14d10) ire damage, or half damage with a successful DC 15 Constitution saving throw.
You can take control of a construct by voice or mental commands. The construct makes a Wisdom saving throw to resist the spell, and it gets advantage on the saving throw if its CR equals or exceeds your caster level. Once a command is given, the construct does everything it can to complete the command. Giving a new command takes an action. Constructs will risk harm, even go into combat, on your orders but will not self-destruct, giving such an order ends the spell.
Any damaged construct or metal object of your choosing within range regains 1d8 + 5 hit point as you seal up rents and bending metal back into place.
At Higher Levels: Casting mass repair metal as a 6th-level spell repairs 2d8 + 10 damage.
Your voice, and to a lesser extent your mind, changes to communicate only in the whirring clicks of machine speech. Until the end of your next turn, all clockwork spells you cast have advantage on their attack rolls or the targets have disadvantage on their saving throws.
You touch a creature and give it the capacity to carry, lift, push, or drag weight as if it were one size category larger. If you're using the encumbrance rules, the target is not subject to penalties for weight. Furthermore, the subject can carry loads that would normally be unwieldy.
At Higher Levels: when you cast this spell using a spell slot higher than 1st, you can touch one additional creature for each spell level.
You sacrifice a willing construct you can see to imbue a willing target with construct traits. The target gains resistance to all nonmagical damage and gains immunity to the blinded, charmed, deafened, frightened, petrified, and poisoned conditions.
You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. If the saving throw fails, the spell makes metal cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces, for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are completely paralyzed. An affected creature or construct repeats the saving throw at the end of each of its turns, ending the effect on itself with a success, though constructs make this saving throw with disadvantage. A grease spell dispels lock armor on everything in its area of effect.
At Higher Levels: hen casting this spell using a 3rd level slot or
higher, you may target 1 additional creature or item per level.
This ritual allows you to imbue a spell of 1st through 3rd level that has a casting time of instantaneous onto a gear worth 100 gp per level of spell you are imbuing. At the end of the ritual, the gear is placed into a piece of clockwork that includes a timer or trigger mechanism. When the timer or trigger goes off, the spell is cast. If the range of the spell was Touch, it affects only a target touching the device. If the spell had a range in feet, the spell is cast on the closest viable target within range, based on the nature of the spell. Spells with a range of Self or Sight can't be imbued. If the gear is placed with a timer, it activates when the time elapses regardless of whether a legitimate target is available.
At Higher Levels: You can perform this ritual as a 7th level spell to imbue a spell of 4th or 5th level.
You spend an hour calling forth a disembodied evil spirit. At the end of that time, the summoned spirit must make a Cha save. If it succeeds, you take 2d10 psychic damage plus 2d10 necrotic damage from waves of uncontrolled energy rippling out from the disembodied spirit. You can maintain the spell, forcing the subject to repeat the saving throw at the end of each of your turns. If you choose not to maintain the spell or are unable to do so, the evil spirit returns to its place of torment and cannot be recalled. If the saving throw fails, the summoned spirit is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a hellforged, it loses all of its previous racial traits and gains gearforged traits except as follows: Vulnerability: Hellforged are vulnerable to radiant damage. Evil Mind: Hellforged have disadvantage on saving throws against spells and abilities of evil fiends or aberrations that affect the mind or behavior. Past Life: the hellforged retains only a vague sense of who
it was in its former existence, but these memories are enough for it to gain proiciency in one skill. Languages: Hellforged speak Common, Machine Speech, and Infernal or Abyssal. Up to four other spellcasters of at least 5th level can assist you. Each increases the DC of the Cha save by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage.
You slow the beating of a willing target's heart to the rate of one beat per minute. he creature's breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill efects.
You designate a spot within range, and massive gears emerge from the ground at that spot, creating difficult terrain in a 20-foot radius. Creatures that move in the area must make successful Dexterity saving throws after every 10 feet of movement or when they stand up. On a failure, the creature falls prone and takes 1d8 points of bludgeoning damage.
You target a construct and summon a plague of invisible spirits to harass it. The target resists the spell and negates its effect with a successful Wisdom saving throw. While the spell remains in effect, the construct has disadvantage on attack rolls, ability checks, and saving throws, and it takes 3d8 force damage at the start of each of its turns as it is magically disassembled by the spirits.
At Higher Levels: When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d8 for each slot above 4th.
You cause a handful of gears to orbit the target’s body. These shield the spell’s target from incoming attacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws for the duration, without hindering the subject’s movement, vision, or outgoing attacks.
You create a burst of magically propelled gears. Each creature within a 60-foot cone takes 4d8 slashing damage, or half damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.
Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. While restrained this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.
You magically hurl an object or creature weighing 500 lb or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 damage from the force of the throw plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them, and both creatures must make a strength saving throw against your spell save DC or are knocked prone.
At Higher Levels: when you cast this spell using a higher level spell slot, each additional level increases the damage by 1d10, the distance thrown by 10 feet, and the weight thrown by 100 lb.
You detach a portion of your soul to become the embodiment of justice in the form of a clockwork outsider known as a Zelekhut who will serve at your commands for the duration, so long as those commands are consistent with its desire to punish wrongdoers. You may give the creature commands as a bonus action, it acts either immediately before or after you.
(stats at page 10 of clockwork magic)
This spell creates a suit of magical studded leather armor (AC 12). It does not grant you proficiency in its use. Casters without the appropriate armor proficiency suffer disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity and cannot cast spells.
At Higher Levels: Casting armored shell using a higher-level spell slot creates stronger armor:
scale mail (AC 14) at level 2,
chain mail (AC 16) at level 3, and
plate armor (AC 18) at level 4.
The targeted creature gains resistance to bludgeoning, slashing and piercing damage. his resistance can be overcome with adamantine or magical weapons.
You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body. The construct uses the caster’s Proficiency bonus (modified by the construct’s Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct’s Strength and Dexterity modifiers when using skills based on those particular abilities.
Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster’s mind returns to his or her body.
At Higher Levels: when you cast this spell using higher-level spell slots, you may control a construct with a challenge rating 2 higher for each slot level you use above 4th. The construct’s range also increases by 10
feet for each slot level.