Compendium of Lesser-Known Magics

Spells

Arcane Aphasia

2nd-level enchantment

(Academian (Homebrew), Artificer, Bard, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You point at a living creature, jinxing them with the inability to speak or understand spoken languages. The target must make a Intelligence saving throw. On a failed save, the target is unable to communicate verbally or understand speech, but they can still communicate telepathically and form the verbal components of spells.

This spell has no effect on the target's understanding of written language, or their ability to write.

At Higher Levels. When you cast this spell using a spell slot of 3rd level, the duration is 10 minutes. When you use a 4th level spell slot, the duration is 1 hour. When you use a 5th level spell slot, the duration is 24 hours. When you use a 6th level spell slot, the duration is 1 year. When you use an 7th level or higher spell slot, the duration is permanent until dispelled.

Barrage

Evocation cantrip

(Academian (Homebrew), Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You form up to two sparks of energy, which shoot towards creatures you can see within range, dealing 1d4 force damage. Each of the sparks must strike a different target. If a target is immune to magic missile, they take no damage from this spell. This spell counts as a ranged attack for the purposes of triggering reactions.

This spell can create additional sparks when you reach higher levels: up to three sparks at 5th level, four sparks at 11th level, and five sparks at 17th level.

Blinding Flash

2nd-level evocation

(Artificer, Bard, Cleric, Warlock, Wizard)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a flint and steel)
  • Duration: Instantaneous

A brilliant shower of sparks erupts around you. Each creature within 5 feet of you that can see you must make a Constitution saving throw. If it fails, the target is blinded until the end of your turn. In addition, you shed bright light in a 60-foot radius until the end of your turn.

Breach

3rd-level evocation

(Artificer, Paladin, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 minute

You trace a glowing sigil on a solid wall or similar surface made of non-magical woods, stones or metals. At the end of 1 minute, the sigil fades away into nothingness. At any time before the spell ends, you can use an action to trigger any or all of the active sigils you have made using this spell.

When an active sigil is triggered, it explodes in a large crash audible up to 300 feet away, and a 5 foot by 5 foot section of the surface on which it is traced disintegrates into deadly shrapnel which sprays out in a 10-foot-radius sphere from the destroyed area. Creatures in the area must make a Dexterity saving throw. On a failed save, the target takes 3d6 piercing damage.

This spell has no effect on surfaces made of wood more than 2 feet thick, stone more than 1 foot thick, or metal more than 2 inches thick.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the thickness of surfaces affected increases by 1 foot, six inches and 1 inch for wooden, stone, and metal surfaces, respectively, for each slot level above 3rd.

Caustic Mists

2nd-level conjuration

(Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A wall of dangerous mists rises from a point you can see within range. You can make the wall up to 40 feet long and 10 feet tall. Living creatures that start their turn within the wall's area, or enter the wall's area, must make a Constitution saving throw. On a failed save, a creature takes 3d6 poison damage, or half as much damage on a successful one. A creature can take this damage only once per turn.

The wall of mists is translucent, and creatures attempting to look through it treat the area on the far side of the wall as lightly obscured. The wall can be dispersed by magical winds created by a spell of 3rd-level or higher.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage and maximum length of the wall increase by 1d6 and 10 feet, respectively, for each slot level above 2nd.

Cold Feet

1st-level enchantment

(Academian (Homebrew), Artificer, Bard, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (a chunk of ice)
  • Duration: Concentration, up to 1 minute

You place a minor jinx on a creature you can see within range, making them believe that their legs are frozen together. The target must make a Wisdom saving throw. On a failed save, the target's walking speed is reduced to 0'. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Deep Freeze

Evocation cantrip

(Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a clear crystal)
  • Duration: Instantaneous

An agonizing chill engulfs a creature you can see within range. The target must succeed at a Constitution saving throw or take 1d8 cold damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

At Higher Levels. When you cast this spell as an action, you can choose to expend a spell slot of 1st level or higher. If you do so, the spell's damage increases by 1d8 for each slot level. You must choose to whether or not to expend a spell slot before the target rolls their saving throw.

Delver's Delight

8th-level transmutation

(Cleric, Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a glass sphere)
  • Duration: 4 hours

This spell grants up to ten willing creatures you can see within range immunity to pressure changes. Until the spell ends, each target gains immunity to nonmagical thunder damage and ignores the effects of pressure, but is also deafened.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the duration is increased to 24 hours.

Disperse Moisture

1st-level evocation

(Academian (Homebrew), Bard, Druid, Ranger, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a droplet of wax)
  • Duration: 24 hours

You summon a veil of invisible magic that keeps water away from a willing creature of your choice. Until the spell ends, non-magical rain, snow, sleet, and hail are gently redirected to avoid hitting the target. In addition, water doesn't stick to the target or items the target is wearing or carrying.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Don

3rd-level evocation

(Artificer, Bard, Cleric, Paladin, Warlock, Wizard)


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You point at an unattended suit of non-magical armor, which animates and flies to you, assembling itself around you as if you had put it on normally. The spell fails if you are already wearing armor, or if the targeted suit of armor does not fit you.

If you cast Tenser's Transformation as an action on your turn, you can choose to cast this spell as a reaction. If you do so, the effects of both spells happen simultaneously.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, this spell can target magical armor, as long as the target is either attuned to you, or does not require attunement.

Essence Disruption

3rd-level necromancy

(Bard, Cleric, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You induce waves of telepathic distortion in a living creature you can see within range. The target must make a Intelligence saving throw. On a failed save, the target takes 6d8 psychic damage. If this spell damages a creature that has 0 hit points, they suffer an additional death saving throw failure.

This spell severely damages the target's soul, making it more difficult to restore the target to life. Creatures killed by this spell can only be restored to life by a spell using a higher level spell slot than the slot used to cast this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Extinguish

1st-level conjuration

(Academian (Homebrew), Cleric, Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of sand)
  • Duration: Instantaneous

Freezing mists appear in an area of your choice, spreading around corners, and smothering and suppressing all flames. Magical fires created by cantrips and all non-magical fires in a 20-foot-radius sphere centered on a point you choose within range are instantly extinguished.

In addition, each creature in the area must make a Constitution saving throw. A target takes 1d6 cold damage on a failed save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the spell effect increases by 10 feet for each slot level above 1st. In addition, magical fires in the area are extinguished if they were created by a spell of lower level than the spell slot you used.

Faunaform

9th-level transmutation (ritual)

(Academian (Homebrew), Cleric, Druid, Sorcerer, Wizard)


  • Casting Time: 8 hours
  • Range: Self
  • Components: V, S, M (a platinum figurine of an animal, worth at least 5,000 gp, which the spell consumes)
  • Duration: Instantaneous

You meditate on a type of animal which is meaningful to you, gaining the ability to take on that shape. Pick a CR 0 Beast to be your animal form. You permanently gain the ability to transform yourself into that animal's form. When you choose your animal form, you decide its physical appearance, including size, coloration, and patterns, but its eye color will match that of your normal form. Whenever you take your animal form, your appearance is the same. If you cast this spell again, you replace your previously chosen animal form with the new one.

You can spend a bonus action on your turn to transform yourself into your animal form. You revert to your normal form if you drop to 0 hit points, die, or spend a bonus action to do so.

Druids with the Archdruid class feature can ignore the material component of this spell.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of your animal form, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores, as well as your skill and saving throw proficiencies. If the creature has any legendary or lair actions, you can't use them.

  • When you transform, you assume your animal form's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your animal form. Transforming breaks your concentration on spells you've already cast.

  • You retain the benefit of any features from your class, race, or other source, and can use them if your animal form is physically capable of doing so.

  • You choose whether your equipment falls to the ground in your space, or merges into your animal form. Equipment that merges with your animal form has no effect until you leave the form.

Friendship Beam

9th-level evocation

(Academian (Homebrew), Bard, Cleric, Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a trinket worth at least 1 cp)
  • Duration: Instantaneous

You launch a beam of iridescent energy at a creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 10d12 nonlethal psychic damage, or half as much damage on a successful one.

When you cast this spell, a number of willing creatures no greater than your spellcasting ability score modifier can use their reactions to increase the spell's damage by 1d12. These creatures must be within 120 feet of you, and must also be wearing trinkets that match the material component used in the casting of this spell. As part of their reaction, the creatures may expend a spell slot. If they do so, the extra damage increases by 1d12 for each spell level.

If the target would drop to 0 hit points as a result of taking this damage, it instead drops to 1 hit point and must make a Wisdom saving throw. Creatures with whom you are very familiar have disadvantage on this saving throw. On a failed save, all curses, enchantments, charm and dominate conditions, and effects that modify the target's mental ability scores are instantly ended, removed or dispelled. If the target is still hostile to you after failing its Wisdom saving throw, it must make an Intelligence saving throw. On a failed save, you can choose to modify the target's alignment as you see fit.

Greater Buoyancy

5th-level transmutation (ritual)

(Academian (Homebrew), Wizard)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (250 gp worth of high quality crystals, which the spell consumes)
  • Duration: 24 hours

You touch an object of size Huge or larger, rendering it resistant to gravity. The object begins to hover in place, refusing to fall as long as its total weight, including the weight of any creatures or objects it supports, does not exceed a weight limit of 100 tons.

If the object's total weight exceeds its weight limit, but does not exceed twice its weight limit, the object falls at 60 feet per round. The object, and creatures and objects it supports, do not take falling damage in this scenario.

If the object's total weight exceeds twice its weight limit, the object falls normally.

This effect can be made permanent if it is cast each day for 180 days on the same object, using the same level of spell slot.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the component cost increases by seventy five percent and the weight limit doubles for each slot level above 5th.

Greater Vehicular Motivation

5th-level enchantment (ritual)

(Academian (Homebrew), Artificer, Wizard)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (100 gp worth of high quality metals, oils and acids, which the spell consumes)
  • Duration: 24 hours

You touch a heavy vehicle (like a ship or train), imbuing it with propulsive force. The vehicle gains a movement speed of 10', and a travel speed of 6 miles per hour, as long as it carries or pulls no more than 100 tons of passengers and cargo.

As part of casting this spell, you create an arcane throttle connected to the vehicle. Anybody holding onto the throttle can control the speed of the vehicle using their free object interaction. If the vehicle is given no orders, it attempts to maintain the same speed until given a new order.

This spell provides only movement speed, not magical durability, buoyancy, steering or brakes. If the vehicle is severely damaged or otherwise unable to move easily (for example, if a ship attempts to sail across land, or is attached to an object heavier than the spell's weight limit), the spell provides no motive force until the situation is rectified.

This effect can be made permanent if it is cast each day for 180 days on the same vehicle, using the same level of spell slot.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the component cost increases by seventy five percent and the weight limit doubles for each slot level above 5th.

Healing Pool

8th-level enchantment (ritual)

(Cleric, Druid)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a vial of holy water worth 25 gp, which the spell consumes)
  • Duration: 24 hours

You pour holy water into a natural pool of fresh water with a radius no larger than 20 feet, imbuing it with curative properties. Each day, up to ten living creatures gain the following benefits when drinking water from the pool during a rest:

  • If you expend hit dice to restore hit points during this rest, you may instead use the highest number possible for each die.
  • You are cured of all non-magical poisons and diseases afflicting you.

No creature can gain these benefits more than once per day. The water from the pool loses all beneficial properties and becomes non-magical if it is taken more than 20 feet from the pool.

The water in the pool is continually purified by the powerful magic. It cannot be poisoned using non-magical poisons, and will not carry non-magical diseases.

You can create a permanent pool by casting this spell in the same location every day for one year. This spell temporarily loses all beneficial effects if the water in the pool is magically defiled, diseased or poisoned, and ends completely if the water is drained.

Heighten Awareness

1st-level divination

(Bard, Paladin, Ranger, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a coffee bean or pinch of strong tea leaves)
  • Duration: 30 minutes

Your senses become sharper and your muscles twitch. Until the spell ends, you have advantage on Wisdom (Perception) and Initiative checks, and disadvantage on Dexterity (Sleight of Hand) and Dexterity (Stealth) checks.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is increased by 30 minutes for each slot level above 1st.

Hindsight

7th-level divination

(Bard, Cleric, Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (An ornate mithril hourglass worth at least 100 gp)
  • Duration: Concentration, up to 1 hour

Your perception travels back in time. For the duration of the spell, you can see and hear events that took place in the past, at your current location. When you cast this spell, pick an amount of time up to 1 hour. Your mind and senses travel back in time by that amount. When you are viewing a time period, time appears to flow normally. As an action, you can choose to adjust the time period you are witnessing by up to 10 minutes, forward or backwards. You cannot use this spell to view events that are more than 1 hour in the past. When the spell ends, you gain 1 level of Exhaustion.

In addition, you suffer the following effects for the duration of the spell:

  • You cannot see or hear normally, or use any special senses that use your eyes or ears.
  • You automatically fail Dexterity Saving Throws.
  • Attack rolls against you have advantage.
  • Any attack that hits you is a critical hit, if the attacker is within 5 feet of you.

At Higher Levels. When you cast this spell using an 8th-level spell slot, you can choose to witness events up to 1 day in the past. When you cast this spell using a 9th-level spell slot, you can choose to witness events up to 1 year in the past.

Illusory Hair

1st-level illusion (ritual)

(Bard, Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a strand of hair)
  • Duration: 8 hours

You create a realistic illusion of false hair on a creature's head. If the creature is unwilling, they must make a Dexterity saving throw. On a successful save, the spell has no effect. For the duration of the spell, a hairstyle of your choice appears on the target's head. This hair behaves realistically: if wind blows, or an object is moved through it, it moves appropriately but the hair has no physical presence.

Any creature that physically interacts with the false hair discovers that it is an illusion. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusion gains a physical presence. If a creature touches the illusion, they can only determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.

Join

Transmutation cantrip

(Academian (Homebrew), Artificer, Bard, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of tree sap)
  • Duration: Up to 1 hour

This spell can create a variety of effects involving sticking things together:

  • You stick two uattended objects together for 1 hour. Separating the objects requires a Strength (Athletics) check against your spell save DC. You can have a number of these effects equal to your spellcasting ability modifier active at a time, and you can dismiss such an effect as an action.

  • Reaching out towards a creature, you attempt to stick it to the surface it is standing on, such as a floor, large rock, or other similar solid surface. The target must make a Strength saving throw. On a failed save, the target is stuck firmly to the surface, and is considered to be grappled. The target can repeat their saving throw at the end of each of their turns, ending the effect on a success. This effect requires your concentration, and can be maintained for up to 1 minute. The effect ends early if the target is subject to forced movement.

  • Until the end of your turn, you have advantage on Strength (Athletics) checks made to climb or hold onto things.

Kinetic Strike

Evocation cantrip

(Academian (Homebrew), Cleric, Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

A shaped blast of physical energy strikes a creature or object you touch. Make a melee spell attack against the target. On a hit, the target takes 1d12 bludgeoning damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Launch

1st-level evocation

(Academian (Homebrew), Artificer, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

With a shout, you attempt to channel telekinetic force into a creature of size Medium or smaller. The target must make a Strength saving throw. On a failed save, the target is pushed 40 feet in a straight line away from you. This movement counts as falling and can be negated by Feather Fall and similar effects. If the target strikes a solid object during this movement, it takes falling damage as if it had fallen the entire distance specified in the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you increase the distance of the push by 20 feet for each slot level above 1st.

Lesser Buoyancy

4th-level transmutation (ritual)

(Academian (Homebrew), Artificer, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (10 gp worth of high quality crystals, which the spell consumes)
  • Duration: 24 hours

You touch an object, rendering it resistant to gravity. The object begins to hover in place, refusing to fall as long as its total weight, including the weight of any creatures or objects it supports, does not exceed a weight limit of 500 pounds.

If the object's total weight exceeds its weight limit, but does not exceed twice its weight limit, the object falls at 60 feet per round. The object, and creatures and objects it supports, do not take falling damage in this scenario.

If the object's total weight exceeds twice its weight limit, the object falls normally.

This effect can be made permanent if it is cast each day for 180 days on the same object, using the same level of spell slot.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the component cost and increases by 5 gp and the weight limit doubles for each slot level above 4th.

Lesser Vehicular Motivation

2nd-level enchantment (ritual)

(Academian (Homebrew), Artificer, Wizard)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (5 gp worth of high quality metals, oils and acids, which the spell consumes)
  • Duration: 24 hours

You touch a light vehicle weighing no more than a ton (like a wagon or small boat), imbuing it with propulsive force. The vehicle gains a movement speed of 10', and a travel speed of 3 miles per hour, as long as it carries or pulls no more than 1 ton of passengers and cargo.

As part of casting this spell, you create an arcane throttle connected to the vehicle. Anybody holding onto the throttle can control the speed of the vehicle using their free object interaction. If the vehicle is given no orders, it attempts to maintain the same speed until given a new order.

This spell provides only movement speed, not magical durability, buoyancy, steering or brakes. If the vehicle is severely damaged or otherwise unable to move easily (for example, if a wagon loses a wheel, or a boat attempts to cross land), the spell provides no motive force until the situation is rectified.

This effect can be made permanent if it is cast each day for 180 days on the same vehicle, using the same level of spell slot.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the component cost, movement speed, and travel speed increase by 5 gp, 10', and 3 miles per hour respectively, for each slot level above 2nd.

Locate Ore

4th-level divination

(Artificer, Cleric, Druid, Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pure ingot of a single metal, weighing at least 1 pound, which the spell consumes)
  • Duration: Instantaneous

You learn the location of all nearby, natural deposits of the metal used in the casting of this spell. This spell only reveals the location of deposits within 300 feet of you.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the distance at which you can detect deposits increases by 100 feet for each slot level above 4th.

Locate Water

1st-level divination (ritual)

(Academian (Homebrew), Artificer, Bard, Cleric, Druid, Ranger, Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (two small sticks)
  • Duration: Instantaneous

You close your eyes and sense the direction and distance to the nearest natural source of fresh water, as long as it is within 1 mile of you.

This spell can't detect water if any thickness of lead, even a thin sheet, blocks a direct path between you and that water source.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance at which you can detect water increases by 1 mile for each slot level above 1st.

Magewield

4th-level evocation

(Bard, Wizard)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Magical force takes hold of your weapons, allowing you to control them telekinetically. For the duration of the spell, the reach of any melee weapon you wield is increased by 5 feet.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the reach of the weapon is increased by 5 feet for each slot level above 4th.

Ovation

Transmutation cantrip

(Bard)


  • Casting Time: 1 action
  • Range: Self (60 foot radius)
  • Components: S
  • Duration: Concentration, up to 1 minute

With a small bow, you fill the air with the sounds of an applauding audience. The sounds of clapping fills the area. In addition, each round that you concentrate on the spell, you can create one of the following effects in the area:

  • You cause the sound of a single shouted word to be heard from a specific location within range.
  • You create the sound of a whistle or singular cheer from a specific location within range.
  • You cause an illusory bouquet of flowers, which lasts for the duration of the spell, to appear in your hands.

It is difficult to hear over the noise created by this spell. All creatures within the area have disadvantage on Wisdom (Perception) checks made to listen. All creatures have disadvantage on Wisdom (Perception) checks made to hear sounds originating within the area.

Permanency

9th-level transmutation (ritual)

(Academian (Homebrew), Cleric, Druid, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a number of diamonds worth at least 1,000 gp each, which the spell consumes)
  • Duration: Instantaneous

You twist the fabric of the Weave into a new shape, forcing a spell to become a part of reality. You touch a creature, object, or area that is affected by 1 or more spell effects with a duration of 'Permanent' or 'Permanent until dispelled'. Those spell effects become inherent magical properties of the target, and no longer count as spell effects.

When you cast this spell, you must expend a number of diamonds as the material component of the spell, each of which must be worth at least 1,000 gp. The number of diamonds you must expend is equal to the total number of spell levels in the spell effects affected. For example, if you target an object with a 2nd-level permanent effect and a 4th-level permanent effect, you must expend 6 diamonds worth at least 1,000 gp each as the material component of this spell.

Piercing Sight

1st-level transmutation

(Academian (Homebrew), Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a small fan)
  • Duration: 10 minutes

A creature you touch gains the ability to ignore blinding smoke. Until the spell ends, the target can see through non-magical smokes, fogs, mists, and clouds without penalty out to a distance of 60'.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Prepare Food

Evocation cantrip

(Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

With a swift gesture and a quiet word, you fully cook and prepare up to 1 pound of simple food.

The quality of the food prepared by this spell increases when you reach higher levels. At 5th level, you can prepare a gourmet meal using gourmet ingredients. At 11th level, you can prepare a gourmet meal from simple ingredients. At 17th level, you can prepare an aristocratic meal from simple ingredients.

Preserve Food

2nd-level necromancy

(Bard, Cleric, Druid, Ranger, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a pinch of salt and spices)
  • Duration: 1 year

You imbue fresh food with life energy, preserving it against decay, spoilage, and the passage of time. The food will not dry out or absorb moisture until it is eaten. This spell can affect up to 20 pounds of food, or enough food to feed one medium creature for ten days.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the preserved food cannot be poisoned or transmit diseases.

Rain Cloud

4th-level conjuration

(Cleric, Druid, Ranger, Sorcerer, Wizard)


  • Casting Time: 4 hours
  • Range: Self
  • Components: V, S, M (Powdered sapphire worth at least 20gp, which the spell consumes)
  • Duration: Instantaneous

You must be outdoors with a clear path to the sky to cast this spell. You conjure a large cloud with a radius of 1 mile, directly overhead. The cloud lasts for 8 hours, and lightly precipitates for the entire time, at a rate of 1/4 inch per hour. Depending on the local climate, this non-magical precipitation may take the form of rain, snow, or hail.

The cloud is not anchored in place, and may be moved by magical or natural winds, but natural winds will not disperse the cloud until 8 hours have passed.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the component cost and radius of the cloud increase by 10gp and 1 mile, respectively, for each slot level above 4th.

Rainbow Bridge

4th-level evocation

(Academian (Homebrew), Artificer, Bard, Cleric, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a crystal or prism)
  • Duration: Concentration, up to 1 hour

A smooth, translucent, glowing, arched bridge, up to 120 feet long, up to 10 feet wide, and 1 inch thick appears in midair. It must be anchored at both ends by solid, stationary objects you can see within range. The spell can only support up to 2000 pounds of weight at a time, ending immediately if the weight limit is exceeded.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the weight limit of the bridge increases by 2000 pounds for each slot level above 4th.

Recursive Incarnation

8th-level necromancy

(Cleric, Druid)


  • Casting Time: 8 hours
  • Range: 10 feet
  • Components: V, S, M (a diamond worth at least 10,000 gp, which the spell consumes)
  • Duration: Permanent

This spell causes a creature to become immortal through the process of repeated reincarnation. The creature must be within range for the entire casting of the spell. If the target dies, they can only be restored to life by other spells for up to 1 hour after their death, after which their soul begins the process of reincarnation and is no longer free to return. 1 year after the target's death, they are reborn as an infant of a random species, to a family somewhere on the plane where they died. The target is reborn with their soul and personality intact, gaining the racial features of their new species, but none of their memories, abilities, statistics, class levels, or other features from their past lives.

As the reborn creature grows up, they remember more and more of their past lives, recovering all of their memories when they reach maturity. When they reach maturity, they can choose to regain all of their past life's abilities, statistics, and class levels, with the exception of their past life's racial features. Alternatively, they can choose to continue their new life using their new statistics.

Rejuvenate

8th-level necromancy

(Academian (Homebrew), Cleric, Druid, Wizard)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous

You channel life-giving energy into a creature that is within range for the entire casting time of the spell. The creature physically becomes 1 year younger, while retaining their memories and skills.

Repel Vermin

2nd-level abjuration (ritual)

(Academian (Homebrew), Artificer, Bard, Cleric, Druid, Wizard)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a camphor crystal, worth at least 1 sp, which the spell consumes)
  • Duration: 24 hours

You create a ward that protects up to 2,500 square feet of floor space against intruding vermin and pests. Living creatures (including swarms of creatures) with Intelligence 2 or less that enter the area, or start their turn there, must make a Charisma saving throw or be turned by the area for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from the warded area as possible, and can't willingly move to a space within the warded area. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

You can create a permanently warded area by casting this spell there every day for one year.

Scintillating Bolt

Evocation cantrip

(Academian (Homebrew), Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a shifting, multicolored bolt of energy at a creature you can see within range. The target must succeed on a saving throw or take 1d6 radiant damage. When you cast this spell, you choose which ability score the target uses for their saving throw from the following list: dexterity, constitution, and wisdom.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Scry Self

Divination cantrip

(Academian (Homebrew), Artificer, Bard, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create an invisible, insubstantial magical sensor within 5 feet of yourself. As long as you concentrate on this spell, you see only through that sensor instead of through your eyes. The sensor moves with you, remaining within 5 feet of you for the duration. A creature that can see invisible objects sees the sensor as a glowing ball 1 inch wide.

As a bonus action, you can move the sensor around yourself to whatever position you choose. If the sensor is ever more than 5 feet from you, the spell ends.

Starting at 11th level, the magical sensor can move up to 10 feet away from you.

Secret Glade

3rd-level abjuration (ritual)

(Cleric, Druid, Ranger)


  • Casting Time: 1 minute
  • Range: 120 feet
  • Components: V, S
  • Duration: 24 hours

You pick an area of non-magical living vegetation with a 15-foot-radius you can see within range. The trees and plants of the area shift to form a safe, inconspicuous campsite, returning to their original configuration when the spell ends. Within the area, natural beasts of CR 1/8 or lower become non-hostile unless they are attacked, damaged, or targeted by spells or abilities. The natural defenses of plants in the area (like thorns or irritating oils) will not harm a creature unless the plant is being harmed by that creature.

The glade grants creatures within bonuses to remaining hidden from hunters or pursuers. Creatures outside the area have disadvantage on Wisdom (Perception) checks to detect creatures within the area, as long as they do not know that there are creatures hidden nearby.

You can create a permanent glade by casting this spell in the same location every day for one year. This spell temporarily loses all beneficial effects if the vegetation in the area is sick, and ends completely if the vegetation dies.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the area increases by 5' for each slot level above 3rd.

Stonesense

2nd-level divination

(Cleric, Druid, Ranger)


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a smooth stone)
  • Duration: Concentration, up to 1 hour

For the duration of the spell, you can sense the size and location of all non-magical stones more than 1 foot on a side within 30 feet of you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance at which you can detect stone increases by 10 feet for each slot level above 2nd.

Style

1st-level transmutation (ritual)

(Artificer, Bard, Druid, Paladin, Ranger, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a comb or brush)
  • Duration: Instantaneous

A living creature's hair obeys your commands, moving itself into a different position. This spell can't lengthen or shorten a creature's hair, but it can braid, clean, curl, plait, recolor, straighten, and untangle. If the creature is unwilling, they must make a Dexterity saving throw. On a successful save, the spell has no effect.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell gains the ability to lengthen or shorten hair by 1 inch for each slot level above 1st.

Suppress Enchantment

2nd-level abjuration

(Academian (Homebrew), Artificer, Bard, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, M (a lump of lead)
  • Duration: Concentration, up to 1 minute

You temporarily suspend all magical effects on a single object you can see within range. Any spell of 2nd level and lower on the target is suppressed for the duration of the spell. If the target is a magic item of common rarity, it loses all magical abilities and bonuses for the duration of the spell. The target still counts as magical and retains its durability. If the target is being held or carried by a creature, that creature can make a Dexterity Saving throw. On a success, this spell has no effect.

This spell ends early if you lose sight of the object, or the object is moved more than 120' away.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, spells on the target are suppressed if the levels of those spells are equal to or less than the level of the spell slot you used.

If this spell is cast at higher levels, it can also disable more complex magic items. If cast at 4th level or higher, this spell disables uncommon magical items. If cast at 6th level or higher, this spell disables rare magical items. If cast at 8th level or higher, this spell disables very rare magical items.

Toxin Burst

1st-level conjuration

(Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A pinch of a poisonous powder)
  • Duration: Instantaneous

A small cloud of disorienting poison explodes into a 5-foot-radius sphere, centered on a point you can see within range. Each creature within the area must make a Constitution saving throw. On a failed save, each target takes 2d12 poison damage, and has disadvantage on Dexterity and Wisdom ability checks until the end of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Track Object

1st-level divination (ritual)

(Academian (Homebrew), Artificer, Bard, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a magnetic compass)
  • Duration: Concentration, up to 8 hours

You touch a non-magical object, creating a faint but distinct magical signature. Until the spell ends, you can sense the direction and distance to the object, as long as it is within 5 miles of you.

You cannot sense the object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance at which you can sense the object increases by 5 miles for each slot level above 1st.

Transcribe

1st-level divination

(Academian (Homebrew), Artificer, Bard, Cleric, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a vial of ink)
  • Duration: Concentration, up to 4 hours

You touch a writing implement to a book, stack of papers or similar writing surface, and it springs to life. For the duration of the spell, the writing implement records every word you hear and understand on the supplied writing surfaces.

The spell ends early if you are ever more than 5 feet from the writing implement, or if the writing implement is unable to find surfaces to write on.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can mentally command the writing implement to annotate each sentence with a few words of additional information you provide, like inserting the name of the speaker in front of each sentence.

If cast at 3rd level or higher, this spell records all words that you hear, even if you do not understand them, translating them into a chosen language that you know.

If cast at 6th level or higher, this spell also identifies deliberate lies, recording them in a different color from true statements. The spell can be deceived by a Charisma (Deception) check against your Spell Save DC.

If cast at 9th level, this spell also identifies each speaker by name, and describes their current actions and emotional state automatically, as if the writing implement had made Wisdom (Perception) and Wisdom (Insight) checks equal to your Spell Save DC.

Transport Item

2nd-level conjuration

(Artificer, Bard, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You teleport an object you're holding, or an unattended object that you can see within range to another location you can see within range. This object can weigh no more than 100 pounds.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weight limit of the object increases by 100 pounds for each slot level above 2nd.

Variable Dart

Conjuration cantrip

(Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create an arcane dart which shoots towards a creature or object you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 damage. When you cast this spell, you choose what type of damage it deals from the following list: cold, fire, lightning, and poison.

This spell creates more than one dart when you reach higher levels: two darts at 5th level, three darts at 11th level, and four darts at 17th level. You can choose each dart's damage type individually. The darts strike simultaneously, and you can direct them all at one creature, or divide them among several.

Venomous Strike

Conjuration cantrip

(Bard, Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (A weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a weapon attack against a single creature. If the target is damaged by the attack, it must succeed on a Constitution saving throw or take 1d6 poison damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Vigil

4th-level abjuration

(Bard, Cleric, Druid, Paladin, Ranger)


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (incense worth at least 1 gp, which the spell consumes)
  • Duration: 24 hours

This spell grants up to ten willing creatures the ability to forgo sleep. All targets must be within range for the entire casting of the spell. Each target must make a DC 5 Constitution saving throw. On a success, the target does not need to sleep or meditate to gain the benefits of their next long rest before the spell ends. Instead, they can spend the entire duration of their long rest on light activity.

If a target uses this ability to forgo sleep for several days in a row, their body resists. Each consecutive time a creature uses this spell to bypass their normal long rest requirements, the DC of their Constitution saving throw increases by 5. When the creature takes a normal long rest without utilizing the benefits from this spell, their Constitution saving throw DC resets to 5.

Waverider

4th-level transmutation

(Academian (Homebrew), Bard, Druid, Ranger, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a vial of ocean water)
  • Duration: 4 hours

This spell grants up to ten willing creatures you can see within range the ability to move freely underwater. Until the spell ends, each target gains a swim speed of 30 feet.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is increased by 4 hours for each slot level above 4th.

Wayfarer's Step

1st-level transmutation (ritual)

(Bard, Cleric, Druid, Paladin, Ranger, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a tree leaf)
  • Duration: Concentration, up to 8 hours

You touch a creature and their steps quicken. The target's overland travel speed increases by 2 miles per hour.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Windblade

Transmutation cantrip

(Bard, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, M (A sharp blade)
  • Duration: Instantaneous

A sharpened arc of air streaks towards a creature or object within range. Make a melee spell attack against the target. On a hit, the target takes 1d10 slashing damage.

This spell creates more than one arc when you reach higher levels: two arcs at 5th level, three arcs at 11th level, and four arcs at 17th level. The arcs strike simultaneously, and you can direct them all at one creature, or divide them among several.

Windborne Whispers

3rd-level transmutation

(Academian (Homebrew), Bard, Cleric, Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 4 hours

This spell grants up to six willing creatures you can see within range the ability to hear each other over great distances. Until the spell ends, each target can clearly hear the voices of every other target, as long as the distance between them is no more than 1 mile.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the distance that voices can be heard increases by 1 mile for each slot level above 3rd.