New Spell Duration: Locked Slot

In the domain of magic, not all spells can be properly defined by a set window of time. Such spells require a constant expenditure of magical power, but they can be maintained for as long as the caster chooses.

This document introduces a new spell duration, along with a few examples. It has a number of applications on existing spells, as well as opening up a large amount of design space for future spells. In general terms, any spell with a duration of 24 hours, and many spells with a duration of 8 hours, are good candidates for a duration of locked slot.

Explanation

A spell may have a duration of Locked Slot. It has an essentially infinite duration, but it requires a constant expenditure of your spellcasting power for as long as it lasts.

When cast, the spell slot used to cast the spell becomes locked, and the spell persists until the slot becomes unlocked. While a slot is locked, you do not regain it at the end of a long rest. If you wish to regain the slot, you may unlock it and end the spell instead.

For each spell slot level, you can have a maximum number of locked slots equal to your base number of slots for that level. A spell cannot be cast if it would lock a slot beyond that point.

For example, a 4th level wizard has three 2nd level spell slots, and can recover one of them using their Arcane Recovery feature. The wizard can only cast three 2nd level spells with a duration of locked slot, since the base number of 2nd level slots they have is three. However, even if they lock all three slots, they can still use arcane recovery to regain a 2nd slot for use on other spells.

Twin Minds

4th level enchantment

Casting Time: 1 minute

1 minute Range: self

self Components: V, S

V, S Duration: Locked Slot

Your mind splits into two independent parts until the spell ends. Each part functions in complete autonomy, like two characters in one body. Your "second mind" does not control your body physically, but it can take one action on each of your turns to perform a mental task requiring intelligence or wisdom, such as recalling information, analyzing an object, or seeing through an illusion. It can also take the Help action to grant your primary mind advantage on such a check.

You have advantage on Intelligence and wisdom saving throws.





















Hover

2nd-level transmutation

Casting Time: 1 minute

1 minute Range: self

self Components: V, S, M (a feather from a rare bird worth at least 50gp)

V, S, M (a feather from a rare bird worth at least 50gp) Duration: Locked Slot

You begin to hover 1 to 3 feet above the surface until the spell ends. You gain a fly speed equal to your movement speed, but you can't change your altitude except by regular means, such as climbing. If you would fall, your rate of descent slows to 60 feet per round.

As an action, you can surpress this effect or reactivate it.

Animate Dead

3rd level necromancy

Casting Time: 1 action

1 action Range: 10ft

10ft Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)

V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Locked Slot

You gain the power to raise and control up to four skeletons and zombies until the spell ends. When you cast the spell, you can reassert control over up to four creatures you have animated with a previous casting of this spell.

You can spend one minute to imbue a foul mimicry of life into a pile of bones or a corpse of a Medium or Small humanoid within range. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse. Once you do so, you can't do so again until you finish a long rest.

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can control two additional undead creatures, and can animate two additional corpses or piles of bones, for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.