You create an ward of your chosen element, able yo defend you from your study's element. All damage done from the damage type of the study used to use this circle is reduced by 2d6.
At 5th level, it increases to 3d6. It also increases at 10th level (4d6), 15th level (5d6), and 20th level (6d6).
Overload: Increase the damage reduced by 1d6 for every 1 extra alchemical stamina that you invest when activating this transmutation.
You create a weapon of the chosen element. You can also use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls. Add 1d6 to the damage of the weapon upon creation.
Overload: Add an additional 1d6 damage to the weapon for every 1 extra alchemical stamina.
You create a bubble of condensed oxygen to allow the person targeted by this spell to breathe.
Overload: You can target 1 additional creature for every 1 extra alchemical stamina.
You can turn anything non-sentient into their base elements. You can also attempt to use this circle to deal damage towards a creature. Make an attack roll with proficiency against a creature. If it hits, it deals 3d6 thunder damage. The target must also make a Constitution saving throw against your Save DC with proficiency. If they fail, they are knocked prone if they are Large or smaller. If the succeed or are Huge or bigger, they are not knocked prone.
Overload: You deal an additional 1d6 thunder damage or increases the deconstruction range by 5 feet for every 1 extra alchemical stamina.
You can create objects using your alchemy. You can create walls, objects, or any other object. Your DM may require that another circle be used to create a specific object.
Overload: Increase the range affected by 5 feet for every 1 extra alchemical stamina.
You repair any big holes, cracks, blemishes, etc. on an object. You can restore magic to an item and only repair it form. You must use an appropriate element us as metal or fire for weapon or even organic for wooden shield. You can also make someone stable with this but will need flesh from some creature, and can also heal broken bones but will need bone.
Overload: Increase the distance by 5 feet for every 1 extra alchemical stamina.
You cause an element to move from one space to another. Any creature completely on top of or inside of the element moved is moved with it. The creature must make a Dexterity Saving throw or be knocked prone.
Overload: Increase the area affected by 5 feet for every 1 extra alchemical stamina.
You cause a ray of energy to shoot from your hand. Make an attack roll against an object or creature with range. If you succeed, the target takes 1d10 damage of the applicable damage type.
Overload: Increase the damage by 1d8 or the range by 30 feet for every 1 extra alchemical stamina.
Any creature within the affected space must make a Dexterity saving throw or take 1d10 bludgeoning or piercing damage and is pushed 5 feet away. If the creature is flying, it is also knocked prone.
Overload: Increase the damage by 1d8 for every 1 extra alchemical stamina.
Alter physical properties of a non magical substance, by changing it into another substance of the same mass. You can not turn a substance from inorganic to organic. examples, You could turn dirt to steel, hardwood into vines, and water into hydrogen gas. With a philosopher's stone you can turn organic into inorganic and the other way around.
Overload: Add an additional 5 feet to range with every 1 extra alchemical stamina.
You can attempt to grapple a creature with range. The creature must make a Strength or Dexterity saving throw (their choice) against your Save DC. If they fail, they are grappled. Each turn, including this one, the creature can make a Strength or Dexterity saving throw to escape. They must also make a Strength saving throw to avoid being pulled 10 feet towards you.
Overload: Increase the range by 5 feet for every 1 extra alchemical stamina.
When you reach level 5, you can infuse the parts of dead animals to a willing living creature. If you attempt to attach parts to a non-willing creautre, they must make a Constitution saving throw agaisnt your Save DC without proficiency. On a failure, the parts are infused. The receiver of the parts take 3d6 necrotic damage upon application.
Overload: For every 2 extra alchemical stamina, you may reduce the necrotic damage done by 1d6.
Every creature within the area around you must make a Dexterity saving throw or take 1d8 damage of the applicable damage type. If they succeed the save, they take half damage.
Overload: Increase the damage by 1d8 for every 2 extra alchemical stamina.
The creature targeted by this spell feels lighter than air. Their speed increases by 10 feet.
Overload: Increase the speed by 5 feet for every 3 extra alchemical stamina.
Every creature in the area must make a Constitution saving throw or be restrained and knocked prone. On a successful save, the creature is only knocked prone. At the end of their turn, they can attempt to escape, similar to a grapple.
Overload: Give a creature within range disadvantage or add 10 feet to the range for every 3 extra alchemical stamina.
You break the ground in front of you. The area in range becomes difficult terrain.
Overload: Increase the area affected by 10 feet for every 3 extra alchemical stamina.
Every creature in the area must make a Constitution saving throw or be restrained and poisoned. On a successful save, the creature is only poisoned. At the end of their turn, they can attempt to escape, similar to a grapple.
Overload: Give a creature within range disadvantage or add 10 feet to the range for every 3 extra alchemical stamina.
The air around you shoots downwards. Each creature in the affected area cannot breath, they are suffocating and knocked prone. After the creature passes out, they take 1d6 damage every minute.
Overload: Increase the distance by 5 feet for every 3 extra alchemical stamina.