Logistical Spells
Here is an assortment of arcane options for semi permanent spells that enable logistic chains and industrial/military operations.
I would be wary about what settings to allow these spells within, as they can cause scenarios where technology and society progresses very quickly when used correctly.
Sightnote
Level 1 Illusion (Bard, Wizard)
Casting Time: Action or Ritual
Range: Touch
Components: V, S, M (a tiny object worth 1+ SP)
Duration: Until Dispelled
You enchant a tiny object you are holding to store an image. As you cast this spell, speak a command word and picture the image. It may convey text and details, however without a direct visual reference hard to describe minutia may be lost. (DM’s Discretion)
For the duration, when the command word by a creature touching the object, the creature gains clear memory of the image.
Magic Mirror
Level 2 Divination (Bard, Wizard)
Casting Time: 1 minute or Ritual
Range: Touch
Components: V, S
Duration: 24 Hours
By touching two mirrors, or otherwise reflective objects, you may bond them mystically. For the duration, one reflective face of each object becomes clouded. As a Bonus Action, a creature holding one of the paired objects activate the other paired object, so long as they are on the same plane of existence. Whilst activated, the clouded side transmits visual and audible feedback directly from the paired object.
When activated, both objects become warm to the touch, as magic surges through them, also causing them to vibrate for up to 30 seconds, or when a response is given. The communication ends when both objects are no longer being held by a creature, or when a creature ends it intentionally (no action required).
If you cast the spell on the same target pair of objects every day for 7 days, the effect lasts until dispelled.
Training Partner
Level 2 Conjuration (Bard, Wizard)
Casting Time: 1 minute or Ritual
Range: 30 foot
Components: V, S, M (a straw figurine)
Duration: Concentration, up to 8 hours
You conjure an Animated Armor in a space you can see within 30 feet of you. When cast with this spell, the Construct follows your verbal commands (no action required), however it will not physically interacted with any creature without it’s consent. Additionally, if it reduces a creature to 0 Hit Points, that creature becomes stable. Lastly, it regains 5 Hit Points at the end of each of its turns. When you summon it, you may choose to set it’s Maximum Hit Points and AC, with any values 10 to 100 and 10 to 20 respectively.
Casting this spell on the same location for 7 days in a row causes the spell to no longer require Concentration and last until dispelled.
Shimmering Pool
Level 3 Conjuration (Warlock, Wizard)
Casting Time: 1 minute
Range: 60 foot
Components: V, S, M (a vial of mercury worth 50+ GP)
Duration: 8 hours
You convert a Small or larger body of water into a shimmering visage of the night sky. For the duration you may use a Magic Action to gaze into the pool, speaking a creatures name that your know the face of. If the creature is on the same plane of existence as you, you attempt to divine information about it. The target must make a Wisdom saving throw. On a failure you learn 1 of the following pieces of information about the target:
Training. You learn if the creature has any class levels, and if so what they are and what level they are in those classes.
Techniques. You learn if the creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Location. You gain a vague but identifiable piece of information on the creatures whereabouts. This may be the description of a building they are staying in, a landmark close to them or the location of a battle they recently partook in. (DM’s Discretion.)
Pass or Fail, a creature is immune to this effect for 1 hour after being targeted by it. If any part of a creature is dropped into the pool as part of the action, such as a hair, the creature automatically fails this saving throw.
If you cast the spell on the same target body of water every day for 7 days, the effect lasts until dispelled.
Spell Store
Level 3 Evocation (Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a tiny or small item worth 500+ GP)
Duration: 1 week
A target object you are holding becomes a Wondrous item that requires attunement. Choose another level 3 or lower spell you know that has a casting time of an Action.
Cantrips can be chosen, but are treated as level 1 spells for the sake of this spell. For the duration, as a Magic action while holding the item, you may expend up to 3 spell slots of required level to cast that spell. The Wondrous item has an amount of charges equal to to number of spell slots expended.
A creature may expend 1 charge to cast that spell at it’s lowest level as a Magic Action whilst holding the item. The item acts as a spellcasting focus for the stored spell only, however materials with named costs must still be provided when necessary.
A creature uses it’s Intelligence score to calculate spell save DC and spell attack bonus when required.
By casting this spell again, you may add more charges to the object by expending up to 3 additional spell slots per casting. Should the total charges exceed 10, this spell lasts until dispelled, and the item permanently gains 1 charge daily at dawn, as long as it has less than 10 charges remaining.
Using a Higher-Level Spell Slot. The spell level able to be stored inside the item increases in level by one for each spell slot level above 3.
Hexing Trench
Level 3 Conjuration (Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 hour
A 60-foot-Long, 10-foot-Wide trench appears on unworked ground within range, shaped as you wish. Any creatures in the area appear within the trench harmlessly. The trench is 10-foot Deep, with ladders allowing a creature to climb out of one edge (chosen as you cast the spell) without expending additional movement.
A purple mist hazes within the trenches area. Choose an Ability Score. Your allies gain Advantage on ability checks requiring the chosen Ability Score whilst within the mist, and hostile creatures gain Disadvantage.
Wizened Watchtower
Level 3 Conjuration (Wizard)
Casting Time: 1 minute
Range: 120 foot
Components: V, S, M (a wooden figurine of a watchtower worth 50+ GP)
Duration: 24 hours
You conjure a 20-foot-tall, 10-foot Square wooden watchtower with a ladder up on one corner. The top of the tower is a 10-foot-Cube of space that is comfortable and dry, regardless of the weather outside. Whilst stood at the top of the tower, you gain a 1d4 bonus to attack rolls, the benefits of 1/2 cover and have Advantage on Wisdom(Perception) checks.
The Watchtower has an AC of 10 and 80 Hit Points. If it is destroyed, it’s leaves a 20-foot-Square area of rubble that acts as Difficult Terrain. Creatures inside must make a DC 15 Strength saving throw or become Prone as the tower falls around them.
Casting this spell on the same location for 30 days in a row causes the spell to last until dispelled.
Rapid River
Level 3 Conjuration (Druid, Wizard)
Casting Time: Action or Ritual
Range: 120 foot
Components: V, S
Duration: Concentration, up to 1 Hour
A freshwater river comes into life on unworked ground you can see within range. You can make the river up to 240-feet-Long, 15-feet-Deep, and 10-foot-Wide. You can shape the river anyway you choose, so long as it forms one continuous path. The start and end of the river are coated in an ephemeral mist that the water vanishes within. Water disappears when displaced more than 30 feet from the river. Creatures in the rivers space when it appears are move to the closest free space outside of the rivers area.
Fording the river is especially difficult. A creature must pass a DC 20 Strength(Athletics) check to allow them to swim across the river. On a Failure it takes 1d10 Bludgeoning damage, and is moved 5 foot in the direction the river flows, left on the side they attempted to enter from.
Casting this spell on the same location for 30 days in a row causes the spell to no longer require Concentration and last until dispelled.
Cantrip Sigil
Level 4 Enchantment (Wizard)
Casting Time: 1 hour or Ritual
Range: Touch
Components: V, S, M (a vial of arcane infused ink worth 500+ GP, which the spell consumes)
Duration: Until Dispelled
By conjuring a mark upon a creature you grant them the ability to cast a cantrip. When you create this mark choose one cantrip you know. For the duration, the creature can cast that cantrip using the same spellcasting ability modifier used in casting this spell. If the target already has the spellcasting or pact magic feature, it may use it’s own spellcasting ability modifier when using the cantrip.
Using a Higher-Level Spell Slot. When you cast this spell using a level 6+ slot, you may imbue an extra cantrip that you know upon the creature. When you cast this spell using a level 9+ slot you may imbue 2 extra cantrips to the creature. For each additional cantrip you imbue, you must expend and additional 500 GP of ink.
Magic Mortar
Level 4 Conjuration (Wizard)
Casting Time: Action
Range: 30 foot
Components: V, S
Duration: Concentration, up to 8 hours
You conjure a Medium sized magical mortar in an unoccupied space you can see within range. The mortar can be used by any creature adjacent to it. As an Action, a creature may fire the mortar at a point it can see within 120 feet. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw, taking 3d6 Force damage on a Failure, or half as much on a Success. Creatures trained in Martial Weapons may fire the mortar at a point up to 360 feet away.
Once fired, the mortar must be reloaded. A creature adjacent to the mortar may use it’s Action to reload it, or it’s Bonus Action if it is trained in Martial Weapons.
Casting this spell on the same location for 30 days in a row causes the spell to no longer require Concentration and last until dispelled.
Arcane Cannon
Level 6 Conjuration (Wizard)
Casting Time: Action
Range: 30 foot
Components: V, S
Duration: Concentration, up to 8 hours
You conjure a Medium sized magical cannon in an unoccupied space you can see within range. The cannon can be used by any creature adjacent to it.
As an Action a creature may ready it to fire. If it is ready, as an Action a creature may aim the cannon at a point it can see within 2400 feet. If it is aimed, as an Action a creature may fire the cannon. Each creature within 10 feet of the targetted point must make a DC 18 Dexterity saving throw, taking 8d10 Force damage on a Failure, or half as much on a Success.
Casting this spell on the same location for 30 days in a row causes the spell to no longer require Concentration and last until dispelled.
