Custom Spells
Conceal Vehicle
You make the terrain around a single vehicle you touch appear as if the vehicle is not present at all. The vehicle so concealed can be as small as a wagon or as large as a galleon. Sights and sounds of the vehicle's passage, and effects that the vehicle may have upon its terrain by its normal passage, are suppressed for the duration of the spell and reappear after the spell ends.
Hydroplane
The wind and the waves cooperate to double the movement speed of your water-borne vehicle for the duration of the spell.
Zophiel's Respite
An area you designate around gathers divine energy. Those of similar alignment or belief to you will feel a bit calmer or more assured in the space; those of significantly different alignment will feel ill-at-ease.
You may forbid celestials, elementals, fey, fiends, and/or undead from entering the space, and from charming, frightening, or possessing creatures within it. Anyone charmed, frightened, or possessed by a creature forbidden from entering the area is free of that influence while they remain in the area, but that influence may return when they leave.
You may also bind one of the following effects to the area for the duration: Calm, Grace, Hospitality, Illumination, Resistance, Resolve, Shade, or Understanding.
Violence or bloodshed dispels the effects early and catastrophically. When the spell ends by violence or bloodshed, all creatures within the area may suffer damage, and be blinded, deafened, or poisoned.
House Rules
Animal Messenger
Initial duration is 48 hours, not 24. Increment is still 48 hours per higher level spell slot.
The animal who was initially the target of the spell may not necessarily be the one who ultimately delivers the message.
After each increment, if the animal has not yet delivered its message, the caster may choose to hand off the message to another animal at the price of garbling or misstating some of the message's words. (The decayed words will be obviously wrong, not subtly wrong, from the recipient's perspective.) But the spell may continue to function for another increment. Caster rolls d20 + proficiency + spell slot level against their own spell save DC; on natural 1 or fail, message decays based on margin of failure; on success or natural 20, message does not decay.
The message may be delivered to an exact individual if the caster can describe the recipient in terms of more than one sense, in at least moderate detail for each sense.
The caster knows when the magic fades, and if the message was delivered or not. While the player may be able to estimate the final message fidelity, the character does not.
Chill Touch
Creatures whose regeneration is keyed to a specific type of damage that is not necrotic (e.g. trolls) cannot be slain by this spell. Their regeneration is not halted, but is greatly reduced for the duration. Instead of regaining 0 hp or their full complement of hp on their turn, they regain 1/5 of normal hp (round down, minimum 1 hp), and they may not take actions, bonus actions, or reactions. They may still move, e.g. spend half of their movement to no longer be prone.
Divination
When you cast the spell as a ritual, you may diagnose a spiritual ailment affecting a creature. You may use a gem worth 100gp or more in place of the 25gp sacrificial offering, if it seems appropriate for the deity. You perceive the answer to your query in the manner that the spell description prescribes.
Leomund's Tiny Hut
Someone who can see the hut from the outside and recognize it for what it is can target message at you, as you must remain inside the hut for its duration.
Locate Object
The spell works at any distance to the intended object on the same plane of existence. Outside the radius of 1000 feet, the spell senses direction and general magnitude of distance, roughly by order of magnitude in miles (less than 1 mile, less than 10 miles, less than 100 miles, etc.). Lead will shield the object from location at any distance.
Message
The basic range of the cantrip is extended to include line-of-sight for a target you can see, and remains at 120 feet for a target you cannot see. Line-of-sight includes the live image of a person, e.g. through clairvoyance or scrying. Piggybacking upon such a spell may reveal to the target that they are under surveillance!
If you reasonably know exactly which creature you are attempting to contact, and they reasonably know you as well, the range of the spell can be up to 1 mile.
If you know or can reasonably infer that there is a creature nearby who is responsible for a certain event or effect, you may target the spell at them. The spell silently fails without reply if no such creature is there.
The target is not forced to reply, nor reply immediately. The target has up to a minute to reply before the magic fades.
Polymorph
A character who has been polymorphed into a form that they can access via wild shape, and has at least one use of wild shape left, may spend an action to attempt to end the spell early. If they succeed at a Wisdom saving throw against the spell's DC they may expend one use of wild shape to end the effects of the polymorph spell upon themselves.
Sending
The recipient need not reply immediately. If they complete a long rest, wait for both a sunrise and a sunset, or they wait more than a day before responding, the magic fades and the response never arrives. To reply, a character must be conscious and not incapacitated.
Teleportation Circle
You may create a permanent teleportation circle over the course of 30 days by gathering at least 18000 gp worth of gems, 10 gp worth of chalk, and 100 gp worth of ink, and casting the spell once per day at the same location for 30 days, with a casting time of one hour. The days need not be consecutive. During that hour, one day's worth of chalk, ink, and gems are consumed.
After 7 days of progress the teleportation circle can be used as a destination, and people wishing to use it may commit its patterns to memory. Using the circle as a destination before it is completed forfeits 1 day of progress and materials per creature transported. Transporting more creatures than the circle's days of progress is possible, but the circle will be effectively destroyed.
Intentional acts of destruction forfeit all previous progress, and spent materials are wasted.
You may cast the spell as a ritual for the purposes of earning progress towards a permanent circle.
Water Breathing
You may see as as well through water as through air, given equivalent light conditions.
Unless both you and your partner in conversation can speak a language of sentient underwater beings, communication through spoken words will be impaired and awkward. Telepathy, sign language, written communication, and communication-oriented spells (e.g. message, sending) still work normally.
You may cast spells with verbal components normally, subject to the usual rules for preventing spellcasting.





