Table of Contents

Spells: Second Level Spells

A

Accelerated Healing

2nd-level transmutation (ritual)

You speed up the natural healing of a creature you touch. When the affected creature expends Hit Dice to recover hit points, it gains the maximum possible amount on each die. In addition, the creature regains all expended Hit Dice after a long rest.

Acid Rain

2nd-level transmutation

Classes: Bard, druid, wizard

An acrid cloud appears in the shape of a cylinder that is 10 feet tall with a 15-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, it pours acidic rain on the area beneath it. Each creature below the cloud must make a Dexterity saving throw, taking 2d12 acid damage on a failed save, or half as much damage on a successful one. On each of your turns after you cast this spell, you can use an action to expel acidic rain in this way again, and you can use a bonus action to move the cloud up to 15 feet.

If you are outdoors in rainy conditions when you cast this spell, the natural rain weakens the effect of the acid but spreads it over a larger radius. The cloud has a radius of 30 feet, but the spell’s damage decreases by 1d12.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher level, the damage increases by 1d12 for each slot level above 2nd.

Aegis

2nd-level abjuration

A barrier of eldritch energy appears and protects you. Until the end of your next turn, you have a +5 bonus to AC, as well as advantage on saving throws against magical effects. This advantage on saving throws does not apply to anything affecting you before you cast this spell.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration becomes concentration, up to 1 minute.

Aganazzar's Scorcher

2nd-level evocation

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Aid

2nd-level abjuration

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Air Bubble

2nd-Level Conjuration

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Air Forge

2nd-level transmutation (ritual)

You heat a 2-cubic-foot patch of air to the great temperatures of a forge. You can hold up metal to that area and soften it just as a real forge would and then work the metal appropriately. Only items placed in the heated area by the caster are affected; the heat doesn’t affect anything else, and it can’t be felt by living creatures at all. This spell, along with a portable anvil, greatly lessens the difficulty for a craftsman repairing equipment in the field.

At Higher Levels: If air forge is cast using a spell slot higher than 2nd level, it heats a number of cubic feet of air equal to the spell slot used.

Aloofness

2nd-level enchantment (bard, sorcerer, wizard)

This spell causes the creature that you touch to project an air of detachment in all its social dealings. All other creatures that attempt to make Wisdom (Insight) checks to determine the target’s intentions have disadvantage on those checks.

In addition, a creature that interacts with the target for the duration must make a Wisdom saving throw.

On a failed save, the creature attempts to curry favor with the target, and the target has advantage on Charisma (Persuasion) checks against that creature for the duration, provided a check is made to benefit the target in some way.

Amorphous Form

2nd-level transmutation (druid, sorcerer, wizard)

You touch a creature with at least 1 hit point, transforming it into a gray ooze. An unwilling creature can make a Wisdom saving throw to avoid the effect.

The transformation lasts for the duration, until the target drops to 0 Hit Points, or dies. The target’s game Statistics, including mental Ability Scores, are replaced by the Statistics of a gray ooze. It retains its Alignment and personality.

The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of dropping to 0 Hit Points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 Hit Points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Analyze Blood

2nd-level divination (ritual) (bard, cleric, druid, ranger, sorcerer)

You are able to learn a number of qualities from one ounce of fresh blood, as long as it is not more than 24 hours old. Roll a d4 and choose a number of qualities to learn from the list below, equal to the die score:

If you cast this spell using a spell slot, in addition to the information learned above, you will also see a brief glimpse of the moment right before the creature shed blood, from its perspective.

Ancestral Blessing

2nd-level necromancy (ritual)

You call upon your ancestor spirits for advice or protection. You may ask it to complete one task for you:

Anchor Arrow

2nd-level enchantment

Classes: Druid 2, Ranger 2

You enchant an arrow such that a target believes it is pinned to the spot. When the affected arrow hits a creature as part of a ranged weapon attack, the target must make a Wisdom saving throw. If it fails, it becomes restrained. The creature can repeat this saving throw as a move action at the start of each its turns, with a success ending the spell. The arrow loses its enchantment, whether fired or not, when the spell ends.

Animal Spy

2nd-level divination

You create a mental link between you and a beast within range. Until the spell ends, you can use a bonus action to transfer your awareness to the beast - using its vision, hearing, smell, taste, and touch - and another bonus action on any subsequent turn to return your awareness to your body. You can use an action to dismiss the spell entirely.

This spell affects normal beasts, including giant versions of animals, but not conjured animals or familiars. The spell does not allow you to control the beast or make it friendly to you. While you experience the world through the beast’s senses, your body is motionless, unaware of the outside world and effectively unconscious.

The spell ends if the distance between you and the beast is ever greater than 1 mile, or if the beast is killed. If you are using the beast’s senses when it is killed, you must succeed on a DC 14 Wisdom saving throw or be stunned for 1d4 rounds from the shock of experiencing its death.

Animate Fabric

2nd-level transmutation

You target a piece of fabric that is between 1 ft. to 5 ft. long within range that is not worn by a creature. This fabric has an AC of 10 and 10 HP, and is vulnerable to fire, and is immune to all conditions. As part of the action, you can target a medium or smaller creature within range, and that fabric launches at the target creature and wraps around that creature, making a Grapple check adding your spellcasting modifier as its Grapple modifier (escape = your spell save DC).

While the fabric is grappling that creature, you can have that fabric do one of the following:

At Higher Levels. If you cast this spell at 4th level, the maximum length of fabric that you can target increases to 10 ft., and you can target a creature that is Large or smaller. If you cast this spell at 6th level, the maximum length of fabric that you can target increases to 20 ft., and you can target a creature that is Huge or smaller. If you cast this spell at 8th level, the maximum length of fabric that you can target increases to 30 ft., and you can target a creature that is Gargantuan or smaller.

Animate Ghoul

2nd-level necromancy

You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.

At Higher Levels. When you cast this spell using a 3rd-level spell slot, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level or higher, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.

Anticipate Attack

2nd-level divination (temporal)

In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack’s range, are in a space that’s impossible for the attack to hit, or can’t be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed - you have moved into a position where you have cover, for example - then the attack is made after taking the new situation into account.

Armor of Ice

2nd-level abjuration

Your body becomes encased in a thick layer of ice, with fractal protrusions that extend outwards and end in sharp spikes. Until the spell ends, your AC can’t be less than 15, regardless of what kind of armor you are wearing, and your speed is reduced by 10 feet. Whenever a creature within 5 feet of you hits you with a melee attack, it takes 1d4 piercing and 1d4 cold damage.

You can end this spell early as a bonus action.

As You Were

2nd-level necromancy

When cast on a dead or undead body, as you were returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails if the target is normally noncorporeal.

If as you were is cast on a corpse, its effect is identical to that of gentle repose, except that the corpse’s appearance is restored to that of a healthy, uninjured (albeit dead) person.

If the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can speak) as it did in life.

Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.) Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal.

This spell doesn’t confer the ability to speak on undead that normally can’t speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before.

The effect lasts for a number of hours equal to your caster level. You can use an action to end the spell early.

Any amount of radiant or necrotic damage dealt to the creature, or any effect that reduces its Constitution, also ends the spell.

If this spell is cast on an undead creature that isn’t your ally or under your control, it makes a Charisma saving throw to resist the effect.

Ashen Memories

2nd-level divination (ritual)

You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The GM determines the details of what is revealed.

Aspect of the Ape

2nd-level transmutation

You alter the appearance of a creature you touch, giving it a more simian form. While this spell is in effect, the subject gains a climbing speed equal to its normal walking speed, and gains advantage on Strength (Athletics) checks made when jumping or climbing. When up in a tree’s branches (or in a similar area, at the GM’s discretion) the target can move up to its climbing speed as a bonus action, using brachiation to reach a nearby tree if the branches are close enough together. This bonus action can be taken only if the subject has at least two hands free, or one hand free if the subject is barefoot.

Aspect of the Ram

2nd-level transmutation

You take on the aspect of a ram, including some physical attributes. Your body hair grows thick and woolly, and a curling pair of horns sprouts from your head. You can make a ram attack with these horns as an action, and you are proficient with this attack. You deal 1d6 bludgeoning damage on a hit.

If you move at least 20 feet straight toward a target and hit with a ram attack on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone. You ignore difficult terrain caused by rubble, ice sheets, scree, or steep slopes. You also gain advantage on Strength (Athletics) checks made while climbing or jumping, and Dexterity (Acrobatics) checks made for balance or to stay on your feet.

Assuage

2nd-level transmutation

You touch a creature and provide a steady stream of healing energy. That creature gains 2 + your spellcasting modifier hit points at the start of each of your turns for the duration. This spell ends early if the creature drops to 0 HP.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, that creature regains +1 more hit points per level above 2nd level.

Augment Flames

2nd-level transmutation

You cause one normal fire to flare out in a 30-foot cone in the direction of your choice. Each creature in the cone takes 4d6 fire damage, or half damage with a successful Dexterity saving throw.

At Higher Levels: When you cast augment flames using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Augment Skeleton

2nd-level transmutation

Your magic imbues an undead skeleton with unnatural hardness; its base AC becomes 16 + its Dexterity modifier.

At Higher Levels: When you cast augment skeleton using a spell slot of 3rd level or higher, you can affect two additional skeletons for each slot level above 2nd.

Avian Geyser

2nd-level transmutation (bard, druid, ranger, sorcerer, wizard)

A gust of wind begins to swirl around a place on the ground that you can see within range, culminating in power. After a brief moment, a wind geyser 10 feet diameter and up to 60 feet tall abruptly shoots into the air. Any medium or smaller creature that steps into the geyser or is in its space when the geyser is created must make a Dexterity saving throw or be lifted into the air to the geyser’s peak. Large creatures make their Dexterity save with advantage, and Huge or larger creatures are unaffected.

B

Bad Timing

2nd-level divination (chaos)

You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target gets a failure on a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.

Baffle

2nd-level enchantment

You create a magical powdery substance and blow it in the face of a creature within 5 feet of you. That creature must succeed on an Intelligence saving throw or become Charmed by you until the end of its next turn.

While charmed in this way, the creature cannot take actions, bonus actions or reactions, and on their turn, they must move their movement speed in a random direction.

Banish Blight

2nd-level transmutation (ritual)

You touch a single normal plant of Huge size or smaller and this spell wipes out all diseases in that plant permanently, restores any withered or shriveled fruit or leaves, and if you desire, causes it to produce new leaves or flowers. It does not restore heavily damaged or destroyed plants.

Banish Shadow

2nd-level abjuration

You attempt to send one creature you can see within range to the Plane of Shadow. If the target is neither native to the Plane of Shadow nor an incorporeal undead creature, the spell fails. Otherwise, the target must make a Charisma saving throw. On a failure, the target is sent to the Plane of Shadow with a barely audible wail of anger or dismay. If the spell ends before 1 minute has passed, the target reappears in the space it left, or if that space is occupied, in the nearest unoccupied space. Otherwise, the target doesn’t return.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Barricade

2nd-level conjuration (wizard)

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: up to 1 minute

You create a semi-transparent vertical wall made of magical force (AC 25, 10 HP). The wall is a solid object and appears within range. It lasts for the duration or until it takes damage.

You can make a straight wall up to 40 feet long, 40 feet high, and 5 feet thick. The wall provides full cover to creatures on either side of it and only creatures you allow can pass through it.

Batsense

2nd-level transmutation

For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet.

The target cannot use its blindsight while deafened, and its blindsight doesn’t penetrate areas of magical silence.

While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent.

Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.

Battering Bolt

2nd-level evocation

Classes: sorcerer, wizard

You create a bolt of force resembling a battering ram that strikes a single target you choose, dealing 1d6 points of force damage, plus one point per caster level when used to attack an object. The battering bolt deals full damage to objects. In addition, the force of the battering bolt allows you to push a creature struck unless they make a Constitution saving throw. If you target a door, wall, or similar structure, you can make a Strength check to break it down but use your spellcasting ability in place of your Strength bonus.

Battle Guidance

2nd-level divination

You pray for insight into the defenses of one creature you can see. You have advantage on your next two attack rolls against the target before the spell ends.

Battle Insight

2nd-level divination

You become supernaturally alert to danger. While the spell is in effect, you can add 1d6 to your initiative rolls.

Bead of Blazing

2nd-level evocation

You propel 5d6 small beads at up to three creatures you can see. The beads can be divided between the targets as desired. Each target takes 1 bludgeoning damage per bead, or half damage with a successful Dexterity saving throw.

At Higher Levels: For each spell slot used higher than 2nd level, you propel an additional 1d6 beads and can target one additional creature.

Bead of Frost

2nd-level evocation

You create a small bead of elemental frost that you then hurl at a target within range. If you make a successful ranged spell attack roll, the target takes 5d6 cold damage and is unable to move until the beginning of your next turn.

At Higher Levels: When you cast bead of frost using a spell slot of 3rd level or higher, you deal an additional 1d6 damage for each slot level above 2nd.

Beads of Blaise

2nd-level evocation

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a 1-inch-diameter quartz bead, which is consumed by the spell)

Duration: Instantaneous

You launch the material component at a target you can see within range. Choose acid, cold, fire, lightning, poison, or thunder as the damage type, and then make a ranged spell attack against the target. If the attack hits, the target takes 3d8 damage of the type you chose. Each creature within 5 feet of the target must also succeed on a Dexterity saving throw or take 2d4 damage of the same energy type. Objects within 5 feet of the target can take this damage if they are susceptible to it, and they might suffer other effects, such as being ignited by fire damage if flammable.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage to the target you hit increases by 1d8 and the damage from the explosion increases by 1d4 for each slot level above 2nd.

Beast’s Favor

2nd-level transmutation (druid, ranger, wizard)

You touch a willing beast. Until the spell ends, the beast’s non-magical attacks become magical attacks with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Beastmask

2nd-level illusion

You or one willing creature is made to look, feel, sound, and smell exactly like a particular species of beast or monstrosity that has an Intelligence of 4 or lower—but only to other members of that species. Members of closely related species are also fooled; for instance, a dog mask will also fool wolves and death dogs, and a bear mask will also fool giant bears and owlbears. This spell does not give you any ability to communicate with that animal, however.

Becalming Fog

2nd-level conjuration (bard, cleric)

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. While a creature is in the fog and for 1 round afterward, it must make a Charisma saving throw. On a failed save, the creature cannot attack another creature. On a successful save, the creature is free to attack other creatures. A creature damaged by a weapon attack or a spell automatically succeeds on its saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, wind cannot disperse the fog.

Bedazzling Reflex

2nd-level abjuration

You cast forth this spell onto a gem, which must be of a value equal to 50 gp times the triggering spell’s level. The gem flies forth, harmlessly deflecting the spell. If you do not possess a valuable enough gem to deflect the spell, bedazzling reflex fails.

Beguiling Bet

2nd-level enchantment

You issue a challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become charmed. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength (Athletics) check to climb a difficult surface or to jump as high as possible; you could make a Dexterity (Acrobatics) check to perform a backflip; or you could make a Charisma (Performance) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your proficiency bonus if you’re proficient in the skill being used.

The charmed creature must use its next action (which can be a legendary action) to make the same ability check in a contest against your check. Even if the creature can’t perform the action - it may not be close enough to a wall to climb it, or it might not have appendages suitable for strumming a lute - it must still attempt the action to the best of its capability. If you win the contest, the spell (and the contest) continues, with you making a new ability check as a bonus action on your turn. The spell ends when it expires or when the creature wins the contest.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd.

Each creature must be within 30 feet of another creature when you cast the spell.

Bend Sounds

2nd-level abjuration

You create a bubble of silence around yourself or another creature, mere inches from the target’s body. If the target is unwilling, it may make a Dexterity saving throw to avoid the effect. The bubble surrounds only the affected target and moves with them. While inside the bubble, all sound from outside the field is silenced. Though the target may speak and can hear itself, those outside of the bubble cannot hear them. The target may cast spells that do not require others to hear them, but effects that rely on the target’s voice being heard are negated. The target is immune to thunder damage while within the bubble.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the duration increases by 10 minutes for each slot level above 2nd.

Bestial Fury

2nd-level enchantment

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute

You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw; a creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the target’s attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can’t be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success.

This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Bite of the Habu

2nd-level transmutation

Snake fangs sprout from your mouth, dripping with poison and granting you a bite attack with which you are proficient.

The next time you hit with the bite attack, you deal 1d6 piercing damage and choose one of the following effects:

The target must make a Constitution saving throw. On a failed save, the target suffers 2d10 poison damage at the start of each of its turns for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher and choose this effect, the poison damage increases by 1d10 for each slot level above 2nd.

The target must make a Constitution saving throw. On a failed save, the target’s blood stops coagulating, and they bleed profusely from even minor scratches. For 1 minute, the target loses 1 hit point at the start of each of its turns for each piercing or slashing wound they suffer during the duration, including the initial bite attack.

Biting Blade

2nd-level transmutation

Ranger, Wizard

One weapon you can see that deals slashing damage becomes incredibly sharp. For the duration of the spell, its damage dice become one category larger: d4 becomes d6, d6 becomes d8, and so on; d12 becomes 2d8.

Bitter Chains

2nd-level transmutation (ring)

The spiked ring in your hand expands into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs.

The creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.

Black Swan Storm

2nd-level evocation

Casting Time: 1 action Range: 30 feet Components: V, S, M (a feather from a black swan) Duration: Concentration, up to 1 minute

You call forth a whirlwind of black feathers that fills a 5-foot cube within range. The feathers deal 2d8 force damage to creatures in the cube’s area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, and from dim light to darkness). Creatures that make a successful Dexterity saving throw take half the damage and are still affected by the change in light.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the feathers deal an extra 1d8 force damage for each slot level above 2nd.

Blade of Light

2nd-level conjuration Paladin

You conjure a blade of light in your hand. Treat this blade as a longsword +1, +2 vs. evil creatures. The blade emits bright light in a 20-foot radius.

At Higher Levels: When you cast blade of light using a spell slot of 4th level or higher, the enhancement increases to +2, +3 vs evil creatures. At 6th level, the enhancement increases to +3, +4 vs evil creatures.

Blasphemous Taunt

2nd-level Enchantment

You enrage a divine spellcaster within range who can see and hear you by blaspheming their deity, forcing the target to make a Wisdom save. On a failure, the enraged divine spellcaster suffers 3d8 psychic damage, and disadvantage on all Wisdom checks and saves until the end of your next turn. On a success, they suffer half damage and do not suffer disadvantage.

At Higher Levels. When you cast this spell using a spell slot higher than second level, the psychic damage you inflict increases by 1d8 per spell slot above second.

Bleating Call

2nd-level enchantment

Casting Time: 1 action Range: 90 feet Components: S, M (a bit of fur or hair from a young beast or humanoid) Duration: 1 minute

You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell.

Creatures that can’t be charmed are immune to this spell.

Bleeding Sickness

2nd-level necromancy

You choose a creature you can see within range. The target must succeed on a Constitution saving throw or become poisoned for the duration. While poisoned, the target oozes vital fluids, taking 1d4 necrotic damage at the start of each of its turns. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target is also contagious to your enemies. If a creature hostile to you starts its turn within 5 feet of the target, the creature must succeed on a Constitution saving throw or become poisoned until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Blessed Halo

2nd-level evocation (angelic)

A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

This spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell’s duration, you can expend points from this pool to restore an equal number of hit points to one creature within 20 feet that you can see.

Additionally, you have advantage on Charisma checks made against good creatures within 20 feet.

If any of the light created by this spell overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell’s pool of healing points increases by 5 for each spell slot above 2nd, and the spell dispels magical darkness created by a spell of a level equal to the slot used to cast this spell.

Blessed Harvest

2nd-level transmutation

You bless a field of up to 1 acre, granting it unusual fertility. Crops grown on the field provide a harvest that is one-third more than the field would have produced normally; or up to 33 percent more animals can be grazed on it.

Blessed Rest

2nd-level enchantment

You place a benediction upon a creature, ensuring it a healthy rest. If the target takes a short rest, it can reroll any Hit Die spent for regaining hit points and take the higher roll.

If the target takes a long rest, it regains up to two extra Hit Dice when resting, up to its maximum Hit Dice. For example, if the target has eight Hit Dice, it can regain six spent Hit Dice upon finishing a long rest.

Once the target has taken one rest (long or short), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for every two slot levels above 2nd.

Blessed Watchman

2nd-level enchantment

Your touch grants a creature a +2 bonus on Wisdom (Perception) checks and advantage on saving throws against charm effects for the duration of the spell. In addition, the creature can’t be surprised.

Blessing of the Dawn

2nd-level abjuration

You create an aura that emanates from you in a 50-foot-radius sphere and moves with you. This aura negates magical darkness within its area. In addition, creatures inside the aura add 1d4 to their Wisdom (Medicine) checks.

Blindfold

2nd-level transmutation

By covering the eyes of a previously constructed spirit doll, you force the creature linked to that doll to make a Constitution saving throw. If the saving throw fails, the creature is blinded for the duration of the spell. If the save succeeds, the creature’s sight is impaired so that it has a -2 penalty on Wisdom (Perception) checks for the spell’s duration. Either effect can be removed by any magic that cures blindness, such as lesser restoration.

Bliss

2nd-level enchantment

You choose one creature within range you can see. That creature must make a Wisdom saving throw or fall into a trance of intense pleasure; for the duration of the spell, the creature is incapacitated.

Blood Bath

2nd-level necromancy

One creature that you can see must make a Constitution saving throw. If the saving throw fails, the creature suffers 3d8 necrotic damage and is blinded for 1 round as blood spurts from its eyes, ears, mouth, and nose. If the saving throw succeeds, it takes half damage and is not blinded.

Blood Geyser

2nd-level transmutation

You select a point on the ground that you can see. A geyser of blood filled with the caustic anger of the defeated erupts from that point and rains down in a 20-foot high, 10-foot radius cylinder. Each creature in the area takes 4d6 acid damage, or half damage with a successful Dexterity saving throw.

Blood Lure

2nd-level enchantment (blood)

You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded.

Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature.

Bloodshot

2nd-level conjuration (blood)

You launch a jet of boiling blood from your eyes at a creature within range. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.

Blunt the Edge

2nd-level transmutation

You cause one weapon within range that does piercing or slashing damage to become blunt. If the weapon’s wielder fails a Wisdom saving throw, then for the duration of the spell, the weapon does only half damage and can’t score critical hits.

Bo of the River

2nd-level conjuration

You conjure long quarterstaff of churning water in your free hand. The quarterstaff lasts for the duration of the spell. It disappears if you let go, but you can conjure the staff again as a bonus action.

You can use your action to make a melee spell attack with the quarterstaff. On a hit, the target takes 3d6 bludgeoning damage. Creatures that are immune or resistant to fire damage are vulnerable to this damage, even if they are normally resistant to bludgeoning damage (but not if they are immune).

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Boarding Plank

2nd-level conjuration

You create a shimmering plank of force, 4 feet wide and up to 25 feet long, originating from a point that you touch. It doesn’t need to be supported physically at either end. The board keeps itself level at all times and can support up to 3,000 lbs. If the weight limit is exceeded, the spell ends immediately.

Body Blades

2nd-level transmutation

Dagger-like growths grow out of your body, passing harmlessly through any clothing or armor you wear. You gain +1 AC. If you grapple anyone or are grappled, you do 2d4 + your spellcasting ability bonus in piercing damage.

The growths are metallic-looking but are not made of metal and cannot be affected by spells that affect metal.

Boiling Oil

2nd-level conjuration (alkemancy)

You conjure a shallow, 15-foot-radius pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature that enters the pool or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and falls prone.

On a successful save, a creature takes half as much damage and doesn’t fall prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Bolster Mental Fortitude

2nd-level abjuration

A willing creature you touch gains advantage on Intelligence, Wisdom, and Charisma saving throws for the duration of this spell.

Bone Spurs

2nd-level necromancy; Classes Wizard 2

Large, jagged bone spurs erupt from the feet and ankles of a creature you can see within range. The creature must make a Constitution saving throw or suffer 2d10 necrotic damage. In addition, the creature’s speed is halved, and it suffers 1d8 piercing damage each round it moves more than five feet.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage inflicted when the target creature moves increases by 1d8 for each slot level above 2nd.

Boneblades

2nd-level necromancy

Casting Time: 1 action

Range: Touch

Components: V, S, M (a piece of bone whittled into a blade)

Duration: 1 minute

The target creature sprouts long, sharp spurs of bone from its body. At the start of each of its turns, the target automatically deals 2d6 piercing damage to any creature it has grappled, or that has grappled the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage dealt increases by 1d6 for each slot level above 2nd.

Boost Potency

2nd-level transmutation

You cause the natural poison of one willing creature or plant to increase in potency; the DC of its saving throw increases by 2 for the duration of the spell.

Boreas’s Breath

2nd-level transmutation (ritual) (winter)

You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall prone.

Creatures that are partially submerged in the water when it freezes become restrained. While restrained in this way, a creature takes 1d6 cold damage at the end of its turn.

It can break free by using an action to make a successful Strength check against your spell save DC.

Creatures that are fully submerged in the water when it freezes become incapacitated and cannot breathe. While incapacitated in this way, a creature takes 2d6 cold damage at the end of its turn. A trapped creature makes a DC 20 Strength saving throw after taking this damage at the end of its turn, breaking free from the ice on a success.

The ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, psychic, and thunder damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the cube increases by 10 feet for each slot level above 2nd.

Boulder Toss

2nd-level transmutation

You draw the power of the mountains into you, gaining a surge of strength that allows you to take an action to hurl a rock (or similar object) as a giant does. Your Strength is considered to be 19 for the purpose of determining damage from objects that you hurl. Your hurled rock has a range of 60/240 feet and deals 2d10 bludgeoning damage on a hit. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone.

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, your Strength is considered to be 21, and the bludgeoning damage increases to 3d10. If you cast this spell using a spell slot of 6th level or higher, your Strength is considered to be 23, and the bludgeoning damage increases to 4d10.

Branch Assault

2nd-level transmutation

You imbue one tree you can see with the ability to strike creatures with its branches. The tree remains immobile otherwise. When you cast the spell, and as an action on your turn, you direct the tree to attack one target that it can reach. Make a melee spell attack against the target; a successful hit does 2d10 + 5 bludgeoning damage.

Brittle

2nd-level transmutation

One object you can see becomes brittle and vulnerable to bludgeoning damage. If the object is held by a creature or is magically animated, a successful Constitution saving throw negates the effect.

Bug Bites

2nd-level conjuration

You cause one sleeping creature to become covered in itchy insect bites. The target has a -2 penalty to attack rolls and ability checks for the next 24 hours, after which the bites disappear. There is no saving throw, but the caster might awaken the creature before the spell can take effect if the caster is not appropriately stealthy. This spell has no effect if cast on a creature that is not asleep.

Burglar's Buddy

2nd-level illusion (technomagic)

You create a magical area around you, suppressing all mechanical or electronic intrusion alarms and alarms sensors in the area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices stop sending whatever the image they were photographing the moment when the spell was cast.

Burn the Sight

2nd-level transmutation

If this spell is cast on a spirit doll and the doll is placed within 6 inches of a light source (a lit candle or lantern, for example, or an object with a light spell cast on it), then the creature associated with that spirit doll has darkvision (60 feet) for the duration of this spell.

Burst of Radiance

2nd-level evocation

This spell fills a 10-foot-radius sphere with a brilliant flash of shimmering light. Creatures in the area must make a Dexterity saving throw. On a failed saving throw, a creature is blinded until the end of its next turn; on a success, a creature has disadvantage on attack rolls and ability checks until the end of its next turn, unless it is immune to being blinded.

Fiends and undead in the area take 3d6 radiant damage, with no saving throw.

Buttress

2nd-level transmutation

You cause one item weighing up to 10 lbs. to become stronger and less likely to break. It gains resistance against bludgeoning, piercing, and slashing damage and gains temporary hit points equal to its current hit points. The temporary hit points disappear when the spell ends.

By the Light of the Moon

2nd-level divination (labyrinth)

The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all Wisdom (Perception) and Intelligence (Investigation) checks made in the area are made with advantage.

C

Cadaverous Uprising

2nd-level necromancy (apocalypse)

Specify a 5-foot-square space of natural ground (not solid stone) that you can see within range, then choose any undead creature of challenge rating 1 or lower (such as a specter, ghoul, shadow, zombie, or skeleton). That creature claws its way up out of the ground and immediately tries to grapple or attack a creature within 5 feet.

The undead uses its standard stat block, but it has only 10 hit points and is prone until it stands up. It takes its turn immediately after yours. You can use a bonus action to issue a mental command to the undead when you cast the spell, and you can change the command by using a bonus action on your turn while the spell is active. Once given an order, the creature continues to follow it until its task is complete. If you issue no command, the creature defends itself and attacks the last enemy that attacked it.

The creature remains under your control for 1 hour, after which it crumbles to dust or disappears.

At Higher Levels. The number of undead you summon increases when you cast this spell with a higher-level spell slot: two when cast with a 5th-level slot, three with a 7thlevel slot, and four with a 9th-level slot.

Call Society

2nd-level illusion

You point in a direction and cast this spell to alert other members of an organization you belong to, such as a mages’ guild, that you require aid. The spell will travel in that direction. If it passes within 1 mile of a fellow member of your organization, it will divert to meet that creature and alert him or her as to your plight, giving that person a rough estimate of your location and a brief image of your situation. If it hits the end of its range without locating a fellow member, the spell will dissipate.

This spell does not compel the recipient to aid you, but members of your organization are likely to be willing to help.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range increases by one mile for every two slot levels above the 2nd.

Castellan’s Call

2nd-level transmutation

Classes: bard, cleric, paladin

You empower the target with tremendous vocal prowess, enabling its voice to be clearly heard everywhere in your stronghold. It does not penetrate areas of magical silence or allow deafened creatures to hear the target’s voice, nor does it overcome language barriers.

If the target has a bardic ability that requires audible components all creatures within the stronghold can benefit from that performance, to a maximum of the normal maximum targets.

Castellan’s call can be used to counter or dispel a silence spell, even if you are not within your stronghold.

Catnip

2nd-level enchantment

You infuse a handful of berries with the power to lure and intoxicate animals. Choose a type of beast when you cast the spell. Beasts of that type within 60 feet of the berries are drawn to them unerringly. The first beast to reach the berries devours them in one round and becomes poisoned unless it makes a successful Constitution saving throw. The poisoning lasts until the end of the beast’s next long rest. Beasts with an Intelligence of 6 or higher can resist the lure of the berries with a successful Wisdom saving throw.

Caustic Blood

2nd-level transmutation (blood)

Your blood becomes caustic when exposed to the air.

When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by one for each slot level above 2nd, to a maximum of six targets.

Cave Walker

2nd-level transmutation

You adapt yourself for survival in an underground environment. While underground, you gain darkvision (60 feet) and have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks used to traverse natural (unworked) stone. You also gain light sensitivity; you have disadvantage on attack rolls and ability checks if you are in sunlight or if you are attacking a creature in sunlight.

Champion’s Weapon

2nd-level conjuration

A spectral version of a melee weapon of your choice materializes in your hand. It has standard statistics for a weapon of its kind, but it deals force damage instead of its normal damage type and it sheds dim light in a 10-foot radius. You have proficiency with this weapon for the spell’s duration. The weapon can be wielded only by the caster; the spell ends if the weapon is held by a creature other than you or if you start your turn more than 10 feet from the weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d8 force damage for each slot level above 2nd.

takes 4d6 psychic damage and is restrained for 1 minute or, with a successful Constitution saving throw, it takes half the damage and is restrained for 1 round.

Channel Patron

2nd-level transmutation

Classes Cleric, Druid, Warlock

You access the direct powers of your patron or deity for a short time, which provides you with a random benefit from the following list (roll 1d4 to determine which benefit you receive):

d4 Result
1 You grow long claws, granting you two claw attacks that deal 1d6 slashing damage and are treated as magical weapons for the purpose of overcoming resistances.
2 You gain resistance to one of the following damage types of your choosing (fire, cold, poison, necrotic).
3 You gain resistance to one of the following damage types of your choosing (slashing, piercing, bludgeoning).
4 You gain advantage on saving throws for one ability score of your choosing.

Chanting

2nd-level conjuration

You begin a chant of devotion to your deity. The chant creates an aura in a 30-foot-radius sphere around you, that moves with you. The aura brings luck to your allies and disfavor to your enemies. Each ally in the aura adds 1d4 to its attack rolls and saving throws. Enemies must subtract 1d4 from their attack rolls and saving throws while they are inside the aura.

You must maintain the chant for the duration of the spell; the spell ends if you lose concentration or if you are silenced or unable to speak. You can’t cast spells with a verbal component while chanting.

Chaotic Vitality

2nd-level conjuration (chaos)

Make a melee spell attack against a creature that has a number of Hit Dice no greater than your level and has at least 1 hit point. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, your hit point total changes, as does the creature’s. Roll a d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result both to yourself and the target creature. Any hit points gained beyond a creature’s normal maximum are temporary hit points that last for 1 round per caster level.

For example, a 3rd-level spellcaster who currently has 17 of her maximum 30 hit points casts chaotic vitality on a creature with 54 hit points and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of 71 hit points. A result of 75 indicates that both creatures get 50 percent of the total, so the spellcaster and the target end up with 35 hit points each. In the spellcaster’s case, 5 of those hit points are temporary and will last for 3 rounds.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum Hit Dice of the affected creature increases by 2 for each slot level above 2nd.

Hit Point Flux

Size HP
01-09 0
10-39 1
40-69 25 percent of total
70-84 50 percent of total
85-94 75 percent of total
95-99 100 percent of total
100 200 percent of total, and both creatures gain the effect of a haste spell that lasts for 1 round per caster level

Character Flaw

2nd-level enchantment

One creature that you touch becomes unpleasant and gaffe-prone, provided it fails a Wisdom saving throw. Until the spell ends, the target creature has disadvantage on Charisma checks when interacting with other creatures.

Charged Missile

2nd-level evocation Ranger, Wizard

One arrow, bolt, or sling bullet you touch becomes infused with electrical energy. A successful attack with the affected ammunition does its normal damage plus 5d6 lightning damage. The spell ends after the projectile is used, whether it hits or misses.

At Higher Levels: For each spell slot used higher than 2nd level, the missile does an additional 1d6 damage.

Charnel Stench

2nd-level necromancy

You exude a sickening, carrion stench. Every living creature that begins its turn within 10 feet of you or that enters the area of effect must make a Constitution saving throw. If the saving throw fails, the creature is poisoned for as long as it stays in the area of effect and for an additional 1d4 rounds after it leaves the area. A creature that makes a successful save is immune to the effect of this casting of charnel stench.

Chatterwild

2nd-level divination

Components: V, S, M (feathers from a parrot) Casting Time: 1 action Duration: Concentration, up to 1 hour Range: Touch Area of Effect: 1 to 6 creatures Saving Throw: None normally; special

You can touch up to six willing creatures when you cast this spell. For the duration of the spell, the affected creatures can communicate with each other using the languages of fauna native to the area. Everyone who is not under the effect of a chatterwild spell hears their words as the barking of coyotes, the chattering of squirrels, or the clacking, hooting, or shrieking of birds. If a listener has a reason to question what they’re hearing–for example, if the spell is used inside a normally quiet temple–the GM can allow a Wisdom saving throw to negate the effect.

Circle of Privacy

2nd-level illusion (ritual)

This spell allows you to discourage predators and trespassers from disturbing a campsite. You spring salt in a circle around your camp while you cast this spell. For the duration, sounds and scents generated within the circle are muted. All Perception checks made to find you or your food using hearing or smell are at disadvantage.

Circle of Serpents

2nd-level conjuration; Classes Cleric 2, Druid 2, Ranger 2

Snakes crawl from the ground, writhing and slithering in a circle around a creature you can see within range. The snakes do not attack or otherwise harm the creature unless the creature steps outside the circle, at which time the snakes attack using your reaction. They use your spell attack bonus. If they hit, the target takes 5d6 poison damage, after which the spell ends. The snakes do not attack other creatures, even if they enter or leave the target creature’s space.

Clearing The Field

2nd-level transmutation (ritual only)

Casting Time: 1 action Range: 40 feet Components: V, S Duration: 1 hour

With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement.

The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by clearing the field.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd.

Ritual Focus. If you expend your ritual focus, plant creatures in the area must make a successful Constitution saving throw or be affected as though by a reduce spell.

Cloak of Fiendish Menace

2nd-level transmutation (fiendish)

You wrap yourself in an aura of fiendish power, intimidating those that face you. When a creature is within 5 feet of you, it must make a Wisdom saving throw. On a failed save, the creature becomes frightened. A frightened creature can make another saving throw at the start of each of its turns. On a successful saving throw, the creature is no longer frightened and cannot again be affected by this particular casting of the spell.

If you deal damage to a creature that is frightened by this spell, it must take the Dash action and move away from you by the safest available route on its next turn, unless there is nowhere to move. The creature is unable to move toward you again while the spell is in effect, unless it makes a successful saving throw against the spell.

Cloak of Mists

2nd-level conjuration

Classes: Druid 2, Sorcerer 2, Wizard 2

Tendrils of mist form wrap you protectively. As long as the mist hovers around you, creatures targeting you with ranged attacks suffer disadvantage on their attack rolls, but it imposes no penalties on your vision or attacks. As a bonus action, you can shift the mists to wrap around another creature you touch, transferring the protection to them until the spell ends or you summon the mists back to you, as a bonus action.

Cloudy Memory

2nd-level necromancy

The subject’s memory and ability to focus is weakened. The subject saves vs Wisdom; on a failure, the subject suffers an enhancement penalty to Intelligence of 1d4+1 points, subtracting the usual benefits normally gained by their intelligence modifier.

The material component for this spell is a piece of wool from a sheep.

Cognizant

2nd-level enchantment (ritual) (bard, wizard)

You touch a willing creature, allowing them to add their proficiency bonus to all initiative rolls and all Intelligence based skill checks for the duration. You can only have one instance of this spell active at a time.

Cold Snap

2nd-level evocation

Bitter cold sinks into a creature you can see within range, chilling them to the bone. The target must make a Constitution saving throw. On a failed save, the target takes 2d4 cold damage and has a -2 to their AC, melee attack rolls, and Dexterity saving throws until the end of their next turn. The target takes half damage on a successful saving throw and is otherwise unaffected. If you target a single object within range, attempts to break the object are rolled with advantage until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d4 for each slot level above 2nd.

Combat Mind

2nd-level divination

You gain a limited form of telepathy that enables you to anticipate the moves of your opponents in combat. This grants you a +2 armor class bonus against melee attacks and a +3 armor class bonus against ranged attacks. The spell doesn’t work against attackers that have no minds (automatons, mindless undead) or whose thoughts are shielded.

Commanding Presence

2nd-level transmutation

The subject is better able to exert his will and personality. The spell grants an enhancement bonus of 1d4+1 points to Charisma, adding the usual benefits to ability and skill checks, as well as turning attempts, bardic inspiration uses, Save DCs of bard, sorcerer and warlock spells (where applicable), etc.

Comprehend Wild Shape

2nd-level divination

Give one of the carved totems to an ally while keeping the other yourself. For the duration of the spell, you and whoever holds the other totem can communicate while either of you is in a beast shape. This isn’t a telepathic link; you simply understand each other’s verbal communication, similar to the effect of a speak with animals spell. This effect doesn’t allow a druid in beast shape to cast spells.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the number of target creatures by two for each slot level above 2nd. Each creature must receive a matching carved totem.

Conjure Mantelet

2nd-level abjuration

You summon a transparent, faintly luminous barrier with a single arrow slit. The magical mantelet provides you with three-quarters cover for the duration of the spell. If you move on your turn, the mantelet moves with you.

Conjure Scarab Swarm

2nd-level conjuration

You summon swarms of scarab beetles to attack your foes.

Two swarms of insects (beetles) appear in unoccupied spaces that you can see within range.

Each swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.

Conjure Spectral Dead

2nd-level conjuration

You summon a shroud to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends.

At Higher Levels. When you cast this spell using a 3rd?level spell slot, you can choose to summon two shrouds or one specter. When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four shrouds or one will-o’-wisp.

Consecration

2nd-level abjuration (cleric, paladin)

Divine energy spreads outwards from a point you touch on the ground to fill up to a 15-foot-radius circle for the duration. The energy spreads around corners. For the duration, creatures of your choosing within the circle have advantage on Wisdom saving throws and skill checks. An undead creature must succeed on a Charisma saving throw to willingly enter the area, and suffers disadvantage on Wisdom saving throws and skill checks while inside the area.

When the spell ends, the area is blessed by positive energy and becomes consecrated ground. If the area contains an altar, shrine, or other permanent fixture devoted to a deity, pantheon, or higher power with ideals vastly different from those represented by the holy symbol used in the casting, it is destroyed.

Constant Heat

2nd-level transmutation

You enchant a rock so that it warms with some of the heat from its creation. The rock glows red-hot and radiates enough heat to warm a normal-sized room or a small cave to 70 degrees. The rock must weigh at least 10 pounds. Anyone who touches the rock directly takes 1d6 fire damage.

Convoluted Dictum

2nd-level enchantment

You manipulate the thinking of a creature within range, compelling it to take longer, more elaborate means to complete actions. The target must succeed on a Wisdom saving throw or take only one action or bonus action on its turn until the spell ends.

If the target tries to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t do so, the spell is wasted. If the target interacts with an object while taking its action, such as drawing a sword as part of an attack, it must also roll a d20. On an 11 or higher, it must make the interaction with the object its sole action on that round, taking the Use An Object action. In the example given, the target would take its action drawing the sword with an extensive amount of flourish or drama and be unable to attack with it until its next turn.

At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.

Cook

2nd-level transmutation (ritual)

This automatically transforms prepared but raw ingredients into a delicious meal for two, regardless of the quality of the ingredients. This spell cannot be used on living beings or plant matter that has not been picked.

This also removes natural toxins and harmful agents from the food.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can prepare food for two additional people for each spell slot above 2nd level. You must provide ingredients for the additional meals.

Corrode Metal

2nd-level transmutation

You touch one nonmagical metal object. To affect an object a creature is wearing or carrying, the creature must be within your reach and you must hit the creature with a melee spell attack. If you touch the target and it can fit in a cube 5 feet on a side, it immediately crumbles to useless flakes.

Create Campsite

2nd-level conjuration (ritual)

You create a squadron of tiny unseen servants that create a campsite for you and your companions—they will clear the land of debris, set up tents and bedrolls, start a fire, fetch water, and even begin cooking (they are not particularly good cooks, however).

They cannot create the materials needed for the campsite; they can only use what is available to them in the immediate area and what you and your companions have brought. These servants have no other abilities.

Creeping Ice

2nd-level conjuration (winter)

You create a sheet of ice that covers a 5-foot square within range and lasts for the spell’s duration. The iced area is difficult terrain.

A creature in the area where you cast the spell must make a successful Strength saving throw or be restrained by ice that rapidly encases it. A creature restrained by the ice takes 2d6 cold damage at the start of its turn. A restrained creature can use an action to make a Strength check against your spell save DC, freeing itself on a success, but it has disadvantage on this check. The creature can also be freed (and the spell ended) by dealing at least 20 damage to the ice. The restrained creature takes half the damage from any attacks against the ice.

At Higher Levels. When you cast this spell using a spell slot of 4th to 6th level, the area increases to a 10-foot square, the ice deals 4d6 cold damage, and 40 damage is needed to melt each 5-foot square. When you cast this spell using a spell slot of 7th level or higher, the area increases to a 20-foot square, the ice deals 6d6 cold damage, and 60 damage is needed to melt each 5-foot square.

Crushing Trample

2nd-level transmutation (labyrinth)

Upon casting this spell, you are filled with a desire to overrun your foes. You immediately move up to twice your speed in a straight line, trampling every foe in your path that is of your size category or smaller. If you try to move through the space of an enemy whose size is larger than yours, your movement (and the spell) ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage. You move through the spaces of foes whether or not they succeed on their Strength saving throws. You do not provoke opportunity attacks while moving under the effect of crushing trample.

Crystal Expulsion

2nd-level evocation (sorcerer, warlock, wizard)

You open your palms and from them a spray of dazzling, iridescent crystals spring forth. All creatures in range must make a Dexterity saving throw. On a failure, the crystals meld through the targets, dealing 6d4 psychic damage, or half as much on a successful save. Creatures are never killed by this spell, only knocked unconscious.

D

Daggerhawk

2nd-level transmutation

When daggerhawk is cast on a nonmagical dagger, a ghostly hawk appears around the weapon. The hawk and dagger fly into the air and make a melee attack against one creature you select within 60 feet, using your spell attack modifier and dealing piercing damage equal to 1d4 + your Intelligence modifier on a hit. On your subsequent turns, you can use an action to cause the daggerhawk to attack the same target. The daggerhawk has AC 14 and, although it’s invulnerable to all damage, a successful attack against it that deals bludgeoning, force, or slashing damage sends the daggerhawk tumbling, so it can’t attack again until after your next turn.

Damage Morale

2nd-level enchantment

You select one creature you can see. The creature must make a Wisdom saving throw. If it fails, the creature has disadvantage on morale checks and on saving throws against fear, and a -2 penalty on attack rolls, for the duration of the spell.

Dancing Flames

2nd-level evocation

A source of fire, such as a torch or bonfire, that you can see within range flares brighter and hotter, unleashing a gout of flame against your choice of a space adjacent to it. Any creature in that adjacent space must succeed on a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

Once each round thereafter you maintain concentration, you can create another flame burst so long as a source of fire remains visible and within range. You can either ignite this new flame as a bonus action or as a reaction.

At Higher Levels: When you cast this spell using a slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Dark Path

2nd-level conjuration (shadow)

Casting Time: 1 action Range: 30 feet Components: V, S, M (a lodestone) Duration: Concentration, up to 1 minute

You conjure a shadowy road between two points within range to create a bridge or path. This effect can bridge a chasm or create a smooth path through difficult terrain.

The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn’t exist.

Darkbolt

2nd-level evocation (shadow)

You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray); each ray that hits deals 1d10 cold damage. A target that was hit by one or more rays must make a successful Constitution saving throw or be unable to use reactions until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Dataread

2nd-level divination (technomagic)

You run your finger over any machine-readable data source (a barcode, a computer disk, a USB drive, or any similar record) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine. For example, if reading a USB with music, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data.

The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for 10 minutes. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for 1 hour.

Dead Walking

2nd-level illusion

As part of the casting of this spell, you place a copper piece under your tongue. This spell makes up to six willing creatures you can see within range invisible to undead for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for all targets if one target attacks or casts a spell.

At Higher Levels. When you cast this spell using a 3rd?level spell slot, it lasts for 1 hour without requiring your concentration. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Death March

2nd-level evocation

You create the image of an undead drummer in a tattered military uniform in an unoccupied space you can see. The drummer is completely incorporeal and unable to interact with anything around it. As a bonus action on your turn, you can cause it to move 25 feet in any direction. This may take it outside the initial range of the spell. The skeletal drummer taps out a death cadence on its drum as it moves.

Either at the end of the spell’s duration or anytime at your command, the drummer explodes in a fiery burst. Every creature within 10 feet of the drummer takes 4d6 fire damage, or half damage with a successful Dexterity saving throw.

Death Rattle

2nd-level necromancy

You exhale a foul-smelling gust toward a creature you can see. The creature must make a Constitution saving throw. If the saving throw fails, the target gains one level of exhaustion that lasts for the duration of the spell. The affected creature can repeat the saving throw at the end of each of its turns; a successful save ends the spell.

Death Recall

2nd-level divination (ritual)

You touch a corpse and go into a trance, wherein you relive the final ten minutes of the subject’s life, seeing it from its own perspective. You must remain in physical contact with the corpse the entire time. If you are interrupted at any point during this spell, it ends and you cannot cast it again on that corpse.

Debilitate

2nd-level necromancy

Casting Time: 1

Range: 20 feet

Saving Throw: Wisdom

Components: V, S, M, DF

Duration: Concentration, up to 1 hour

The subject becomes weaker, suffering an enhancement penalty to Strength of 1d4+1 points. The subject must adjust melee attack rolls, melee damage rolls, and other uses of the strength modifier accordingly.

The material component is a few hairs from a small mammal.

Decastave

2nd-level evocation

You hold a sliver of wood and cast this spell, and the wood turns into a pole of shimmering magical force. This pole can be used as a quarterstaff and acts as a magical weapon. On a hit, the staff does 2d6 force damage and 1d4 radiant damage. The opponent’s hit point maximum is reduced by an amount equal to the amount of radiant damage taken, and you regain hit points equal to that amount. The reduction lasts until your opponent finishes a short or long rest. The opponent dies if this effect reduces its hit point maximum to 0.

Decelerate

2nd-level transmutation (temporal)

You slow the flow of time around a creature within range that you can see. The creature must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Until the spell ends, on a failed save the target’s speed is halved again at the start of each of your turns. For example, if a creature with a speed of 30 feet fails its initial saving throw, its speed drops to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet on a failed save, then to 5 feet on the following round on another failed save. Decelerate can’t reduce a creature’s speed to less than 5 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 2nd.

Decompose

2nd-level necromancy

When you touch a non-animated corpse, it turns instantly into fine dust. Only resurrection or true resurrection can restore the creature to life afterward, and its spirit cannot be raised as undead. If cast upon an undead of CR 1 or lower, the target must make a Constitution saving throw. On a failed save, the undead turns into dust. If it succeeds on the saving throw, it takes 1d4 plus your spell casting modifier radiant damage. If the damage reduces the undead to 0 hit points, it also reduces the target to dust. Undead that have been turned to dust cannot be reanimated or returned to life except by resurrection or true resurrection.

At Higher Levels. The CR level of the undead affected and damage dealt increases by 1 and 1d4 when you reach level 7 (CR 2 / 2d4), level 13 (CR 3 / 3d4), and level 19 (CR 4 / 4d4).

Deeppockets

2nd-level transmutation (ritual)

You touch a pocket that has been sewn into an existing garment and turn it into an extradimensionally large container. It can hold up to 100 pounds of objects but weighs no more than 10 pounds. The objects must fit into the mouth of the pocket.

When the spell expires, the objects suddenly pour out of the pocket. You can also command the objects to pour out in the same manner at any time.

Delay Potion

2nd-level transmutation (alkemancy)

Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour (see below)

Upon casting this spell, you delay the next potion you consume from taking effect for up to 1 hour. You must consume the potion within 1 round of casting delay potion; otherwise the spell has no effect. At any point during delay potion’s duration, you can use a bonus action to cause the potion to go into effect. When the potion is activated, it works as if you had just drunk it. While the potion is delayed, it has no effect at all and you can consume and benefit from other potions normally. You can delay only one potion at a time. If you try to delay the effect of a second potion, the spell fails, the first potion has no effect, and the second potion has its normal effect when you drink it.

Delude

2nd-level abjuration

You change your alignment aura to be that of one creature you can see within range. Spells that detect your alignment thus give a false reading. The alignment aura of the creature you have copied doesn’t change.

Depth Charge

2nd-level evocation

You can hurl a canister of hyper-compressed water that explodes in water. Each creature within a 15-foot cube must take a Constitution saving throw, on a failed save they suffer 3d8 points of bludgeoning damage and are pushed 15 ft. away from the source of the explosion, on a successful roll they take half damage and are not pushed. A depth charge deals double damage to the hulls of boats, ships, submersibles, and other water vehicles. A depth charge deals no damage to creatures or objects that are not in the water.

Rather than hurling a depth charge for immediate detonation, you may drop the depth charge into the water and allow it to sink at a rate of 30 feet per round, delaying its explosion by up to 3 rounds. A creature in the water can pick up the depth charge and move it, though there is a 25% chance each round it is handled that it detonates immediately.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d8 for each slot level above 2nd, and you can delay the detonation of a dropped charge by an extra round.

Depth Warning

2nd-level divination

You can sense when a ship you are on comes into or near shallow water, reefs, shoals, or similar obstacles. You can focus the spell on the ship’s bow, or you may select a focus point directly in front of the ship at any distance up to the spell’s maximum range. When casting, you also set a desired warning depth up to 100 ft. deep. Any time thereafter that a Huge or larger object or creature (including the seafloor) is within your depth warning, a magical voice sounds in the caster’s ear stating its size, and depth. The depth warning is repeated once a round, ceasing if the obstacle is passed, the creature moves out of the ship’s path, and so on. The depth warning remains quiet thereafter until a new obstacle, barrier, or creature of sufficient size is detected within the ship’s path.

Desecration

2nd-level abjuration (cleric, paladin, wizard)

Unholy energy spreads outwards from a point you touch on the ground to fill up to a 15-foot-radius circle for the duration.

The energy spreads around corners. For the duration, an undead creature within the circle has advantage on Wisdom saving throws and skill checks. Additionally, if they begin their turn in the circle, they gain 2d6 temporary hit points.

Creatures of your choosing suffer disadvantage on Wisdom saving throws and skill checks while inside the area.

When the spell ends, the area is tainted by unholy energy and becomes desecrated ground. If the area contains an altar, shrine, or other permanent fixture devoted to a deity, pantheon, or higher power with ideals vastly different from those represented by the holy symbol used in the casting, it is destroyed.

Destructive Resonance

2nd-level enchantment (Void)

You shout a scathing string of Void Speech that assaults the minds of those before you. Each creature in a 15-foot cone that can hear you takes 4d6 psychic damage, or half that damage with a successful Wisdom saving throw. A creature damaged by this spell can’t take reactions until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Detect Charm

2nd-level divination

You look into the eyes of a target and can see if that creature is under a magical charm or under any similar spell (a spell that does not function if the target is immune to charm, such as suggestion). This spell does not reveal what sort of charm the target is under or who placed the charm on that person. You can examine one person per round.

Detect Curse

2nd-level divination (ritual)

You determine whether a creature, object, or area you can see within 30 feet of you is affected by a curse. With a successful DC 20 Intelligence or Wisdom check, you can also determine the exact type of curse and its effects.

The spell doesn’t function when used on an artifact.

Detect Dragons

2nd-level divination (dragon)

You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn.

Detect Familiar

2nd-level divination (bard, cleric, druid, paladin, ranger, sorcerer, warlock, wizard)

For the duration, you sense the presence of any creature that is currently serving as a familiar within 30 feet of you. If you sense a familiar in this way, you can use your action to see a faint aura around the creature. In addition, you are able to sense if its master is within 1 mile of your location and know their general direction.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Illusion

2nd-level divination

You are able to identify illusions within 60 feet of you. In the first round, you become aware of the presence or absence of illusions. In the second round, you determine the number of illusions. In the third round, you learn the location of each illusion.

For the duration of this spell, you have advantage on saving throws against illusions.

Dexterous Digits

2nd-level evocation

You create a pair of Tiny hands made of shimmering, translucent force in an unoccupied space that you can see within range.

The hands are objects that have AC 15 and 5 hit points. If all of the hands created by your spell are destroyed the spell ends.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hands up to 30 feet.

The hands perform various tasks for you, which you must decide upon when casting the spell.

Fantastic Fencers. The hands are created holding long blades made of force. They attack using your spell attack modifier, and can attack two different targets at once. On a hit, the target takes 1d8 force damage. You may choose that the fencers do nonlethal damage instead, to use as a fencing partner. At the end of this version of the spell, all damage taken vanishes.

Feeling Fingers. The hands have a Strength and Dexterity of 8 (-1) but otherwise functions of an unseen servant. It also has an amazingly sensitive sense of touch: it has Perception 14 (+2) and has advantage on all Perception checks, allowing it to detect minute cracks and openings. You can choose to use your action to treat the hands as a sensor and feel through them.

Pugnacious Pugilist. The hands are clenched and covered with bandages, as if they belong to a boxer. They attack using your spell attack modifier. On a hit, the target takes 1d8 bludgeoning damage. You may choose that the pugilists do nonlethal damage instead, to use as a boxing partner. At the end of this version of the spell, all damage taken vanishes.

Silencing Hand. The hands fly towards a target you choose within range that you can see and clamp themselves tightly over the creature’s mouth, using your spell attack modifier to grapple the creature. While grappling a creature, the hands cannot be pulled away. The hands take only half the damage dealt to them and the creature grappled by the hands take the other half. While grappled, the creature is incapable of speaking and is at a disadvantage to all ranged attacks.

Strangling Grip. The hands fly towards a Small- or Medium-sized target you choose within range that you can see and grab onto its throat, using your spell attack modifier to attack. On a hit, it does 2d4 bludgeoning damage and the target is grappled (escape DC is your Spell Save DC). Until this grapple ends, the target can’t breathe.

Dim the Moon

2nd-level enchantment

Classes: Bard, Druid, Ranger

A slight glow of moonlight emanates from you, then vanishes. You choose one lycanthrope to transform, causing it to revert to its true form if it fails a Charisma saving throw. Once reverted, the lycanthrope must make a Charisma saving throw any time it wishes to change forms for the duration of the spell, wasting the action and staying in its true form on a failure.

The spell ends if the lycanthrope makes a saving throw and successfully changes shape, or if it resists the spell initially.

If the target of this spell is a willing target, the spell’s duration is 1 hour and prevents involuntary transformations for those suffering from the curse of lycanthropy. When cast in this way, the silver trinket is consumed in the casting.

Discern Weakness

2nd-level divination

Casting Time: 1 action Range: Self Components: V, S, M (a glass lens) Duration: Concentration, up to 1 minute

You divine the weak points in your foes’ defenses, allowing you to strike with deadly effect. If you score a critical hit or a successful sneak attack on an opponent, roll damage twice and take the better result.

Distracting Divination

2nd-level divination

Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy tries to cast a spell, make a melee spell attack against that enemy. On a hit, the enemy’s spell fails and has no effect; the enemy’s action is used up but the spell slot isn’t expended.

Distraction

2nd-level enchantment (ritual)

Casting Time: 1 minute

Range: Touch

Components: V, S, M (a scattering of sand and 500 gp worth of diamond dust)

Duration: 24 hours

You touch an item and then conceal it in or under something. As long as that item remains concealed, nobody will find that item by accident—the creature will simply look a little bit to the side or make another mistake that keeps it from finding the object—and creatures deliberately looking for it have disadvantage on all ability checks made to locate it. Finally, all cantrip and 1st-level divinations will fail to find it.

Distraction Cascade

2nd-level divination

With a flash of foresight, you throw a foe off balance.

Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.

Divine Ward

2nd-level abjuration (cleric, paladin)

You place your hand upon a willing creature and create a magical bond between you and your target. For the next 24 hours, any spell with a range of touch that you cast upon the target can be cast from up to 30 feet away.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range increases by 5 feet for each slot level above 2nd.

Divine Wisdom

2nd-level transmutation

The subject gains a greater sense of inner balance and mental strength as well as a tangible connection to their deity. The spell grants an enhancement bonus of 1d4+1 points to Wisdom, adding the usual benefits to ability and class checks, as well as Wisdom saves.

A creature cannot benefit from another casting of this spell for one week after receiving the spell.

Dolphin Fins

2nd-level transmutation

One willing creature you touch gains webbed feet and hands, and is able to see normally while under water. The creature also gains advantage on ability checks related to swimming and moving under water.

At Higher Levels: For each spell slot used higher than 2nd level, you can affect one additional creature with this spell.

Dome of Silence

2nd-level abjuration

An invisible dome encompasses a 10-foot-radius around you, creating a damper for any sound traveling into or out of the area. Creatures can pass through the dome normally, but sound does not. You and any creatures in the dome can hear one another, but nothing outside.

Likewise, any noise made in the dome of silence cannot be heard outside it.

Any attack that deals thunder damage dispels the dome, but the dome reduces that damage to any creatures inside it by half.

Doom of Consuming Fire

2nd-level evocation

Casting Time: 1 action Range: Self Components: V, S, M (a dead coal or a fistful of ashes) Duration: Concentration, up to 1 minute

You are wreathed in cold, purple fire that damages creatures near you. You take 1d6 cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell and at the start of each of your turns while the spell is in effect take 1d8 cold damage.

At Higher Levels. When you cast this spell using a 3rdlevel spell slot, the purple fire extends 10 feet from you, you take 1d8 cold damage, and other creatures take 1d10 cold damage. When you cast this spell using a 4th?level slot, the fire extends 15 feet from you, you take1d10 cold damage, and other creatures take 1d12 cold damage. When you cast this spell using a slot of 5th level or higher, the fire extends to 20 feet, you take 1d12 cold damage, and other creatures take 1d20 cold damage.

Doom of the Slippery Rogue

2nd-level conjuration

A doom of the slippery rogue spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls prone.

Downdrop

2nd-level transmutation

Classes: Bard, druid, sorcerer, wizard

You whisper a command word into a ball of lead and it launches itself toward a flying foe. The flying creature must make a Dexterity saving throw. On a failed save, the lead embeds itself in the creature’s body, forcing it to the ground and reducing its flying speed to 0 for the duration.

Dragon Scales

2nd-level transmutation

Your skin hardens and turns the shade and texture of a dragon’s hide. Your base AC is 15 + your Dexterity modifier (maximum +2) for the duration of this spell.

Drain Life

2nd-level necromancy (wizard)

You can weaken one foe by lowering its maximum hit points.

Choose one creature that you can see within range to make a Constitution saving throw. If it fails, 2d8 + your spell casting modifier worth of hit points are subtracted from its maximum until it completes a long rest. If this effect reduces the target’s total hit points to zero, it dies.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Dream Speaker

2nd-level enchantment

You touch one sleeping creature, which must make a Charisma saving throw. If the saving throw fails, you are able to whisper questions into its ear and have it answer in its native language. If an answer would divulge information the creature wants especially to keep secret, it can make another Charisma saving throw to avoid answering and end the spell.

Dust Devil

2nd-level conjuration

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Dust to Death

2nd-level transmutation

You instantly transmute one corpse into dust. It can’t be magically animated or turned into an undead creature. The spell has no effect on undead or living creatures.

Dying Breath

2nd-level necromancy

You exhale a foul-smelling wind at a creature within range. The target must make a Constitution saving throw, gaining one level of exhaustion on a failed save. This level of exhaustion disappears at the end of the spell’s duration. This spell does not increase exhaustion from other sources.

Dying Words

2nd-level evocation

This spell, except where noted above, functions as the sending spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets receiving your message increases by 1 for each slot level above 2nd.

E

Earth Ear

2nd-level divination (ritual)

By placing one ear to the ground, you determine the location and size of all creatures moving beneath or on the ground within 100 feet of you.

Echoes

2nd-level illusion

You pick one creature you can see within range. For that creature, every sound is amplified and reverberates with distressing loudness. While this spell is in effect, the creature cannot use the Perception skill to hear noises, has disadvantage on all attack rolls and ability checks, and the creature must make a Wisdom saving throw. The creature takes 2d6 thunder damage on a failed saving throw, or half as much damage on a successful one.

Ectoplasm

2nd-level necromancy (mythos)

You call forth an ectoplasmic manifestation of Medium size that appears in an unoccupied space of your choice within range that you can see. The manifestation lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the manifestation takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw.

As a bonus action, you can move the manifestation up to 30 feet. It can move through a creature’s space but can’t remain in the same space as that creature. If it enters a creature’s space, that creature takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw.

On a failed save, the creature also has disadvantage on Dexterity checks until the end of its next turn.

When you move the manifestation, it can flow through a gap as small as 1 square inch, over barriers up to 5 feet tall, and across pits up to 10 feet wide. The manifestation sheds dim light in a 10-foot radius. It also leaves a thin film of ectoplasmic residue on everything it touches or moves through. This residue doesn’t illuminate the surroundings but does glow dimly enough to show the manifestation’s path. The residue dissipates 1 round after it is deposited.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Elemental Anguish

2nd-level necromancy (bard, cleric, warlock, wizard)

You extend your finger and point at a creature while muttering a guttural curse. The target has until the end of its next turn to move 60 feet or more from you.

If the target fails or chooses not to move this distance away from you, it must immediately make a Constitution saving throw or lose its resistance from one of the following damage types: acid, cold, fire, lightning, or thunder (your choice) for 1 minute. Creatures with immunity to the chosen type are instead treated as having resistance to the damage. A remove curse spell ends this effect.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose another damage type for every two slot levels above 2nd.

Elemental Horns

2nd-level evocation (labyrinth)

The target of this spell must be a creature that has horns, or the spell fails. Elemental horns causes the touched creature’s horns to crackle with elemental energy. Select one of the following energy types when casting this spell: acid, cold, fire, lightning, or radiant. The creature’s gore attack deals 3d6 damage of the chosen type in addition to any other damage the attack normally deals.

Although commonly seen among tieflings and minotaurs, this spell is rarely employed by other races.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.

Elemental Twist

2nd-level evocation (chaos)

During this spell’s duration, reality shifts around you whenever you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage. Assign each damage type a number and roll a d6 to determine the type of damage this casting of the spell deals. In addition, the spell’s damage increases by 1d6. All other properties or effects of the spell are unchanged.

Elemental Veil

2nd-level evocation (sorcerer, wizard)

You summon a swirling mass of elements in a 15-foot-radius, 40-foot-tall cylinder centered on a point you can see within range. Each creature that begins their turn in the veil or moves into it during their turn must make a Dexterity saving throw. A creature takes 3d6 damage from an element of your choosing (cold, fire, lightning, thunder) on a failed save, or half as much on a successful one, which expends that damage type from the veil.

The spell ends once all four damage types are expended, or the spell’s duration is reached.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage from each element increases 1d6 for each slot level above 2nd.

Elude Blow

2nd-level abjuration

An attacker whom you see is about to strike at someone with a melee weapon attack is made to miss their attack. If the attacker has advantage on that attack roll, they may still attack, but normally.

Ember Burst

2nd-level evocation (druid, sorcerer, wizard)

You create a momentary cloud of embers that engulf all creatures within 10 feet of you before disappearing.

Each creature you choose within 10 feet of you must succeed on a Constitution saving throw or take 4d6 fire damage and become blinded for 1 round. A creature that succeeds on its saving throw takes half as much damage and isn’t blinded.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the blinded duration increases to 1 minute, and when you cast this spell using a spell slot of 8th level or higher, the blinded duration increases to 1 hour.

Energetic Burst

2nd-level conjuration

You gain 10 temporary hit points. For the duration of the spell, you can add 1d4 to your saving throws. Unused temporary hit points are lost when the spell ends.

Enhance Familiar

2nd-level transmutation (ritual)

Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 hour

You temporarily imbue your familiar with power, making it larger, tougher, and more vicious. While the spell lasts, your familiar has all the statistics of the giant version of its type, except for the fish (quipper), which has the statistics of a reef shark. Your familiar retains all its special abilities as described in the find familiar spell.

If your familiar drops to 0 hit points and disappears, or you dismiss your familiar, the spell ends, and your familiar is returned to its normal form when you next summon it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, its duration is 1 hour and does not require concentration. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 24 hours.

Enhance Greed

2nd-level divination (dragon)

You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot.

Enhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 minute, and another 10 feet can be added to its range, for each slot level above 2nd.

Entomb In Ice

2nd-level evocation (winter)

You trap a creature in a thick coating of ice. The target must succeed on a Dexterity saving throw or be restrained for the duration. At the beginning of the trapped creature’s turn, it takes 2d4 cold damage. On its turn, an entombed creature (or an ally) can take an action to make a Strength check against your spell save DC. On a success, the entombed creature is freed. The icy tomb is also susceptible to damage and vulnerable to fire. Damage equal to your spell save DC will destroy the tomb and free the target.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Ethereal Blade

2nd-level evocation

You create a blade of ethereal energy in your hand, similar in dimensions to a longsword, which lasts for the duration of the spell. As an action, you can make a melee spell attack with the blade against one creature within your reach. On a hit, the blade does 2d6 radiant damage plus 1d6 cold damage.

If you let go of the blade, it disappears, but while the spell is in effect, you can create it again with a bonus action.

At Higher Levels: When you cast ethereal blade using a spell slot of 4th level or higher, the damage increases by 1d6 radiant damage for every two levels above 2nd.

Ethereal Strike

2nd-level evocation

One incorporeal creature you can see takes 2d10 force damage, or half damage with a successful Dexterity saving throw. If the creature fails its saving throw, it loses any resistance it had to bludgeoning, slashing, or piercing damage for 1 minute.

Exhaust

2nd-level necromancy

The subject loses vitality and endurance. if the subject fails to save vs Wisdom, the subject suffers an enhancement penalty to Constitution of 1d4+1 points, subtracting the usual benefits normally gained by her Constitution modifier. Hit points lost by a temporary decrease in constitution are only temporarily lost. They return to normal when the spell’s duration ends.

The material component is a few hairs from a tired animal.

Exorcism

2nd-level abjuration (ritual)

You attempt to get rid of an evil spirit, fiend, ghost, or other such creature that is possessing a living creature.

At the spell’s completion, the spirit must make a saving throw using the higher of its Constitution, Wisdom, or Charisma.

On a success, nothing happens and the exorcism fails. On a failure, the creature takes 2d6 psychic damage and must make a second saving throw. If that throw succeeds, its hit point total is reduced by 2d6 and the attribute it used to make the saving throw is reduced by 1d4-1, and it cannot regain those hit points or attribute points for 1 week, but it remains within the body. You cannot attempt to exorcise it again until you have taken a short or long rest. On a failure, the spirit is exorcised.

Regardless of the outcome, you take 1d4 levels of exhaustion and 2d6 psychic damage.

At Higher Levels. If you cast this spell with a 5th-level or higher spell slot, the spirit rolls all saving throws at disadvantage.

Exude Acid

2nd-level transmutation

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

You cause your body to produce a caustic acid. You and anything you were holding or carrying when the spell is cast is immune to the acid. While the spell is active, you can make a melee attack roll against a target, dealing 4d4 acid damage on a hit. If you are grappling a creature, it takes the acid damage every round on your turn, as if you had made a successful attack. If you are grappled by a creature, or restrained or immobilized by physical means (ropes, chains, or similar restraints), the creature or the restraints takes the acid damage each round.

Eyes of the Hawk

2nd-level transmutation

A willing creature you touch gains advantage on Wisdom (Perception) checks that rely on sight for the duration of the spell.

At Higher Levels: If you cast eyes of the hawk with a 5th-level or higher slot, the creature also gains immunity to blindness, and any blindness effect on it ends.

F

Faerie Ward

2nd-level abjuration

You create an aura in a 10-foot radius sphere that emanates from a creature or object you touch. Every fey creature in the area when the spell is cast or at the start of its turn takes 3d8 force damage, or half damage with a successful Constitution saving throw.

At Higher Levels: For each spell slot used higher than 2nd level, faerie ward does an additional 1d8 damage.

False Gold

2nd-level transmutation

You convert up to 3 cubic feet of copper or brass items (about 6,000 cp) into gold. A creature who sees the false gold for the first time can make an Intelligence saving throw to detect the falsehood. The gold is peculiarly vulnerable to iron; the spell ends if iron touches the gold.

It’s worth noting that word spreads quickly among the merchants in a community if this spell is used to purchase goods or pay debts, and commercial guilds take a very dim view of those who stoop to such tricks.

At Higher Levels: By using a valuable gem, which is expended in the casting of the spell, the gold can be made less vulnerable to iron. A citrine (50 gp) lowers the chance to 30% that iron will dispel the transmutation.

A piece of amber (100 gp) makes the chance 25%. Topaz (500 gp) drops it to 10%, and a yellow sapphire (1,000 gp) to 1%.

Familiar Shape

2nd-level transmutation

Classes Druid

This spell allows you to change your shape to match that of your familiar. While so transformed, you gain all the attacks, modes of movement, and physical traits of your familiar (Strength, Dexterity, Constitution, natural armor bonuses, natural attacks, special attacks and/or qualities dependent upon the familiar’s physical form, etc.). Unless the familiar is capable of speech, you also lose your ability to do so while transformed by this spell. While transformed, it is impossible for others to tell master from familiar without the use of magic such as wish, true seeing, etc. When you first change form, you regain hit points as if having rested for one day.

This spell cannot be used to transform into the shape of any familiar that does not appear as a normal animal (so it cannot allow you to assume the shape of a dragon or other mystical beast if you have such a creature as a familiar). If in doubt concerning a particular familiar, the spell cannot perform the transformation.

Fang Fist

2nd-level transmutation

One of your arms, from the elbow down, turns into a snake that can attack by your command or independently of you. It uses your spell attack modifier to attack, has a reach of 15 feet, has an AC of 16, and will turn back into a normal arm if it is dealt more than 12 points of damage in a single round (you take all damage inflicted on the arm). On a successful hit, it inflicts 1d8 + your Strength modifier in piercing damage, and the target must make a Constitution saving throw. The target takes 2d6 poison damage on a failed saving throw or half as much on a successful one.

The snake can also be used as a clumsy arm; it is capable of grasping objects firmly, although it cannot manipulate them.

Favor of Serendipity

2nd-level transmutation

Granted by gods of luck and travel, you cast this spell and one unexpected event occurs in your favor. This spell only functions when you are in a dangerous or taxing conditions. For instance, you might find shelter during a storm, stumble across the rare herb needed to cure an ally of poison, find a source of fresh, clean water in the desert, or have a chance rockslide cut of the horde of orcs that’s chasing you.

You are not in control of the chance event and if your god feels that you are abusing this spell, it may refuse to answer your prayer or cause you to suffer from a dangerous consequence instead.

Favor of Good Luck

2nd-level abjuration

This spell is granted by gods of luck and fortune. You touch a creature. It succeeds the next saving throw it needs to roll within 24 hours. The target cannot chose to not use this spell and roll the saving throw anyway; it occurs automatically. This spell can only be used once per individual per day.

Favor of Ill Luck

2nd-level transmutation

This spell is granted by gods of misfortune and evil. You touch a creature. It fails the next saving throw it needs to roll within 24 hours. The target cannot chose to not use this spell and roll the saving throw anyway; it occurs automatically. This spell can only be used once per individual per day.

Feather Travel

2nd-level transmutation

The target of feather travel (along with its clothing and other gear) transforms into a feather and drifts on the wind. The drifting creature has a limited ability to control its travel.

It can move only in the direction the wind is blowing and at the speed of the wind. It can, however, shift up, down, or sideways 5 feet per round as if caught by a gust, allowing the creature to aim for an open window or doorway, to avoid a flame, or to steer around an animal or another creature. When the spell ends, the feather settles gently to the ground and transforms back into the original creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, two additional creatures can be transformed per slot level above 2nd.

Fenrir’s Breath

2nd-level evocation

This spell creates a knee-high mist of extreme cold around the caster, and spreads out to a 30 feet radius. The ground frosts over. The cold causes no damage to the caster, but it causes 2d6 points of cold damage to any creature entering the area or who starts its turn there. Creatures within the area of effect must succeed at a Constitution save every round or suffer full damage. A successful save halves the damage for that round.

Moderate winds (11+ mph) blow away the mist in 4 rounds, and strong winds (21+ mph) will do so in 1 round. The spell will not function underwater.

At Higher Levels. When you cast this spell using a spell slot higher than second level, the area of effect increases by 10 feet and the damage increase by 1d6 per spell-level (3d6 at 3rd level, 4d6 at 4th level, etc.)

Fickle Feline

2nd-level conjuration

You conjure a phantom feline in an unoccupied space that you can see within range. The feline is invisible to all creatures except you and can’t be harmed. You can dismiss this phantom feline early as an action, and will disappear if you move 60 feet away from it.

The feline begins patrolling around up to a 60 foot square area centered on the place it was summoned, unless summoned in an enclosed area that is less than that square footage, which it then patrols the entirety.

It will hiss at anyone other than you who comes within 10 feet of it.

You can attempt to have the phantom feline perform a specific task for you. When you ask it to perform a specific task, roll a d20. If you roll an 11 or higher, the feline will perform that specific task as long as it is reasonable and within the abilities of an Intelligence 10 cat that is Tiny sized. These could include, but are not limited to: retrieving a certain object it can hold in its mouth, like a set of keys; hissing at a target creature; jumping and clawing or biting a target creature; knocking objects off of shelves; searching for something invisible and meowing loudly when near it. The GM will determine If you roll a 10 or below, the phantom feline just continues patrolling the area of its own accord.

The phantom feline may perform these actions of its own volition even if not asked, and even if it is not helpful to you. If you are sleeping, the phantom feline will lay on top of you until the spell ends or until you wake up, hissing at anyone who gets within 10 ft. of you.

At Higher Levels. If you cast this spell using a 3rd level or higher spell slot, the duration is extended to 8 hours.

Fiendish Cackle

2nd-level illusion

You point at a creature that you can see within range and begin cackling with a wild, fiendish tone. That creature must make a Charisma saving throw. If the creature fails, it takes 2d12 psychic damage and has disadvantage on its next saving throw. If the creature succeeds, it takes half damage and does not have disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for every 2 spell slots above 2nd.

Fiery Fists

2nd-level evocation

Casting Time: 1 action

Range: Self

Components: V, S, M (a lump of coal)

Duration: 1 minute

Your hands become wreathed in blazing blue fire. Your unarmed strikes do an additional 2d6 fire damage. In addition, on a successful hit, the fire leaps up and produces a cloud of noxious smoke. The creature you struck must make a Constitution saving throw or become incapacitated for 1 round due to choking and coughing.

Fiery Shield

2nd-level evocation

You cause a great shield of flame and force to come into existence on your arm. The shield acts in all ways as a regular large shield, and you must be proficient with shields to get the full AC benefit from it. Regardless of proficiency, any creature within 5 feet of you that hits you with a melee attack takes 2d6 fire damage.

Find Corpse

2nd-level divination

For the duration of this spell, you can determine the location of the corpse of a named individual, provided it is within 1 mile of you. The spell provides no information if the corpse is too far away or if the corpse has been disintegrated or destroyed.

Find the Surface

2nd-level divination

This spell allows you to find the shortest, most direct physical route to the surface, provided there is one on the same plane of existence. For the duration, as long as there is a surface, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the surface. This spell does not take your movement capabilities into account, potentially requiring swimming, climbing, flight, etc. If the surface is farther than 1 day’s worth of travel away, this spell will instead guide you to the most elevated position.

Fire Arrows

2nd-level evocation

You point at a fire within range and it explodes into fiery missiles, which fly up to 30 feet away. All creatures within that range must make a Dexterity saving throw. A creature takes 2d4 fire damage on a failed saving throw, or half as much on a failed one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, this does an additional 1d4 damage for each slot level above 2nd.

Fire Darts

2nd-level evocation

When this spell is cast on any fire that’s at least as large as a small campfire or cooking fire, three darts of flame shoot out from the fire toward creatures within 30 feet of the fire. Darts can be directed against the same or separate targets as the caster chooses. Each dart deals 4d6 fire damage, or half as much damage if its target makes a successful Dexterity saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Fireproof

2nd-level abjuration (ritual)

You touch a Medium-sized or smaller inanimate object and render it immune to natural fire and resistant to magical fire.

At Higher Levels. When you cast this spell using a 3rd-level spell slot, you can protect a Large item; when using a 4th-level spell slot, you can protect a Huge item; and when moving 5th-level or higher spell slot, you can protect a Gargantuan item.

Firestaff

2nd-level evocation

The ends of a wooden staff that you are holding burst into blue-white flame. You may use the staff itself or hand it to someone else to use. When the staff hits a target, it does an additional 2d6 fire damage.

The flames on the staff cannot be extinguished by any means. It can be used to set combustibles on fire, but the fires it sets are normal and can be extinguished normally.

Fisticuffs

2nd-level transmutation

You give a creature you touch a boosted agility when it comes to fisticuffs. For the duration, anytime that creature takes the Attack action and makes an unarmed strike, they can make an additional unarmed strike as part of the same Attack action.

Flame of Chaos

2nd-level evocation

You create a ball of fire in an unoccupied space you can see. Immediately when the ball appears, and at the beginning of each of your turns, you must make a DC 15 Charisma check. If the check is successful, the ball attacks the creature of your choice anywhere within 150 feet of you and in your line of vision. Otherwise, it attacks a randomly-selected creature within 30 feet of its position after moving to an unoccupied space adjacent to that creature. The fire ball’s attack is resolved with a melee spell attack against the target’s AC; if it hits, the ball does 4d6 fire damage.

At Higher Levels: For each spell slot used higher than 2nd level, the spell does an additional 1d6 fire damage.

Flameswell

2nd-level evocation

An existing fire swirls upward in a 10-foot-radius, 40-foot-high cylinder. Each creature in the area takes 4d6 fire damage, or half damage with a successful Dexterity saving throw. The original fire is extinguished by this spell.

Fleet Feet

2nd-level transmutation

Your speed increases by 20 feet for the duration of this spell.

Fleshcurdle

2nd-level transmutation (sorcerer, warlock, wizard)

You warp the flesh of a target creature within range, discoloring it and causing it to become misshapen and impairing its function. When you cast this spell, you must choose one of three types of effects to inflict on the target— movement, attacks, or defense. A target that succeeds on a Constitution saving throw only suffers from this spell for 1 round.

Most undead are susceptible to fleshcurdle, but amorphous creatures and creatures without flesh are immune (such as elementals, oozes, plants, gaseous or incorporeal creatures, and skeletons).

At Higher Levels. When you cast this spell using a higher level spell slot, you force the target to make one additional saving throw, incurring a second effect on a failure (to a maximum of 3 saving throws).

Flock of Familiars

2nd-level conjuration

You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.

Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.

When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.

Flotsam Vessel

2nd-level conjuration

This spell assembles a sturdy raft and oars from driftwood, reeds, and shoreline detritus. The raft created by the spell is roughly 5 feet square and can carry two Medium-sized passengers or 300 pounds of cargo. The vessel functions as a normal raft, with an AC of 15, a Damage Threshold of 5 points, and 50 HP. The raft is not slowed or damaged by non-magical river hazards such as rapids or shallows and is always considered to be traveling downstream for the purpose of calculating travel speed, regardless of its actual direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you may add an extra section 5-foot square section to the raft as above.

Force of Will

2nd-level transmutation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 minute

For the duration of the spell, your Wisdom modifier replaces that of your choice of either your Strength, Dexterity, or Constitution.

Hit points granted by increasing your Constitution modifier are considered temporary hit points and cannot be healed.

Force Wave

2nd-level evocation

A sphere of force expands from you to a radius of 15 feet. Each creature in the area must make a Constitution saving throw. If the saving throw fails, the creature takes 3d8 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and is not pushed.

At Higher Levels: For each spell slot used higher than 2nd level, the damage increases by 1d8.

Forecast

2nd-level divination (ritual)

You predict the weather conditions for the area within 30 miles of your current location for the next three days with 90% accuracy.

Foretold Doom

2nd-level enchantment

You inform a creature that can hear your voice the circumstances of its impending demise. If the creature fails a Wisdom saving throw, it believes your prognostication and lives in fear of this unavoidable doom. As part of this spell, you name a type of creature (such as a scorpion, snake, horse, orc, etc.), object (for example, a sword or a suit of armor), or hazard (such as fire, a thunderstorm, or ice). As long as the spell remains in effect, whenever the target creatures see the source of its supposed doom, it becomes frightened.

Once the creature encounters the source of its fear, it can attempt a new saving throw at the end of each of its turns to break the spell’s effect.

Fortify Armor

2nd-level transmutation

One suit of nonmagical armor becomes stronger, so its inherent AC increases by 5 for the duration of the spell. Unfortunately, the armor crumbles to dust when the spell ends.

Foul Spray

2nd-level conjuration (druid, ranger, sorcerer, wizard)

Upon casting this spell, a spray of musk emanates from your body. Each creature in a 15-foot cone must make a Constitution saving throw or be poisoned for the duration. At the end of each of its turns, a creature can make another Constitution saving throw. On a success, the spell ends for the creature.

At Higher Levels. Using a spell slot of 3rd level increases the cone’s size to 20 feet. Using a spell slot of 4th level or higher increases the cone’s size by 10 feet for each slot level above 3rd.

Fountain of Blood

2nd-level evocation

The ground erupts at a point you choose within range, spewing forth acidic blood in a 10-foot-radius sphere. Creatures in the area must make a Dexterity saving throw, taking 5d6 acid damage on a failed save or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d6 for each slot level above 2nd.

Frame

2nd-level abjuration

One creature you can see must make a Wisdom saving throw. If it fails, your luck becomes entangled with that of the target. For the duration of the spell, whenever you make an ability check, saving throw, or attack roll that you dislike, make a note of your original result, then roll again and use the second result. The next time the targeted creature would make an ability check, saving throw, or attack roll, it automatically uses your original result instead. Only one roll can be held in reserve at a time; you can’t make another reroll until your last one has been reassigned.

Frenzied Bolt

2nd-level evocation (chaos)

You direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes 3d8 damage, of a type determined by rolling on the Random Damage Type table. If your attack roll (not the adjusted result) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell, if you are particularly lucky or unlucky.

Random Damage Type

d10 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by each casting of the spell, not once per bolt.

Fresh Seal

2nd-level transmutation

Nonmagical food and drink within 5 feet of you becomes fresh and safe to eat. If it was poisoned, the poison is neutralized. In addition, the food can’t spoil or become poisoned while the spell lasts.

At Higher Levels: For each spell slot used higher than 2nd level, the spell lasts an additional week.

Frost Snap

2nd-level evocation

One creature you can see must make a Constitution saving throw. If the saving throw fails, it takes 2d10 cold damage and is incapacitated until the end of its next turn. On a successful save, it takes half damage and is not incapacitated.

At Higher Levels: If you use a 4th-level or higher slot to cast frost snap, it does an additional 1d10 cold damage for every two levels above 2nd.

Frostfire

2nd-level transmutation

You point to a fire of any size within range and change it so that it becomes cold, not hot. For the duration of the spell, the flames burn clear blue. The fire must be one that burns for at least one minute, not one with an instantaneous duration (such as a fireball spell). This spell produces one of three effects:

Frozen Ground

2nd-level evocation (druid, sorcerer, wizard)

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: concentration, up to 1 minute

The ground freezes in a 10-foot-radius sphere centered on a point you choose within range. Any creature that starts its turn or moves into the area for the first time must make a Constitution saving throw or take 2d8 cold damage and gain one level of exhaustion. On a successful save, a creature takes half as much damage and does not suffer exhaustion.

Creatures resistant or immune to cold damage automatically succeed on the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Furious Hooves

2nd-level transmutation (labyrinth)

You enhance the feet or hooves of a creature you touch, imbuing it with power and swiftness. The target doubles its walking speed or increases it by 30 feet, whichever addition is smaller. In addition to any attacks the creature can normally make, this spell grants two hoof attacks, each of which deals bludgeoning damage equal to 1d6 + plus the target’s Strength modifier (or 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically deals this bludgeoning damage to the target of its successful shove attack.

G

Gale of Obscurity

2nd-level evocation (druid, sorcerer, wizard)

You summon a blizzard that obscures you from other creatures. For the duration, the gale provides you half cover, resistance to fire damage, and any creature that starts its turn or moves within 5 feet of you for the first time takes 1d6 cold damage.

While the gale is active, you suffer disadvantage on all ranged weapon and spell attacks.

Gaze Mirroring

2nd-level conjuration

This spell creates a shimmering veil, akin to a mirror, in the air in front of your face. The veil makes you immune to gaze attacks for the duration of the spell. Gaze attacks directed against you are reflected by the mirror back at their originator. The veil moves with you, and you can see normally through it.

Gear Barrage

2nd-level conjuration (clockwork)

Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a handful of gears and sprockets worth 5 gp) Duration: Instantaneous

You create a burst of magically propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half as much damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.

Gem Sanctuary

2nd-level transmutation

You touch a willing creature and shrink them, hiding them inside of a gem. Only gems of a value equal to the creature’s hit dice x 100 gp are able to contain them, but inside of these jewels they have luxurious comfort and enough air to be sustained for as long as the spell’s duration. A creature benefiting from gem sanctuary can end the effect at any time. The gem is consumed upon the end of the spell’s duration.

Ghostly Howl

2nd-level necromancy

You evoke the spirits of the dead in a 20-foot-radius sphere centered about a point you can see. These spirits emit an unearthly howl. Each creature in the sphere must make a Wisdom saving throw. If the saving throw fails, it has disadvantage on ability checks and attack rolls until the end of your next turn. On a successful save, it has disadvantage on its next attack roll before the end of your next turn. Undead and creatures that can’t hear the ghosts are immune to this effect.

Ghostly Throttle

2nd-level evocation

You create a pair of ghostly hands that try to throttle one creature you can see. The target creature must be Medium or smaller, and it must be a creature that breathes. At the beginning of each of its turns, the creature must make a Strength or Dexterity saving throw (its choice). If the saving throw fails, it can’t breathe or speak until it makes the saving throw successfully or the spell ends. This can cause it to suffocate.

At Higher Levels: If you use a 5th-level or higher slot to cast ghostly throttle, it can affect a Large creature. An 8th-level or higher slot allows it to affect a Huge creature.

Ghoul Touch

2nd-level necromancy

Imbued with necrotic energy, your touch paralyzes a living humanoid for 1 minute. Make a melee spell attack against the target. On a hit, you paralyze the target and cause it to exude a carrion stench in a 10-foot radius. A creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Living creatures within the stench area must succeed on a Constitution saving throw at the start of their turn or be poisoned until the start of their next turn.

Gift of Luck

2nd-level divination (ritual)

You grant a touched creature a limited gift of luck. While the spell lasts, the target can gain advantage on any three rolls of its choice. Once three rolls have been affected by the gift of luck, the spell ends. The subject can only be a beneficiary of this spell once per 24 hour period, and only if the beneficiary is not already Lucky.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Gift of Resilience

2nd-level enchantment

A willing creature you touch has advantage on the first three death saving throws it attempts before the duration of the spell expires.

At Higher Levels. When you cast this spell using a spell slot of 5th, 6th, or 7th level, the maximum duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the maximum duration increases to 72 hours.

Glide

2nd-level transmutation

One willing creature gains the ability to glide when falling. For the duration of the spell, it falls only 30 feet per round and can move up to 30 feet horizontally as well.

At Higher Levels: For each spell slot used higher than 2nd level, you can affect one additional target.

Glowing Bones

2nd-level necromancy

Every creature within 20 feet of you when the spell is cast must make a Wisdom saving throw; if the saving throw fails, the creature has disadvantage on Dexterity (Stealth) checks until the spell ends. Failing the saving throw causes the creatures’ bones to glow with such intensity that they can be seen through the creature’s skin. You are not affected by the spell, and neither are creatures without internal skeletons.

Glyph of Shifting

2nd-level conjuration

You create a hidden glyph by tracing it on a surface or object that you touch. When you cast the spell, you can also choose a location that’s known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph’s shifting effect.

The glyph is triggered when it’s touched by a creature that’s not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph’s destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone.

The glyph disappears after being triggered or when the spell’s duration expires.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its duration increases by 24 hours and the maximum distance to the destination increases by 5 miles for each slot level above 2nd.

Grain of Truth

2nd-level divination (ritual)

You gain a bit of supernatural insight or advice. The first Intelligence or Charisma ability check you make within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM’s discretion, this spell can instead provide a piece of general advice equivalent to the benefit of an augury spell.

At Higher Levels. At the GM’s discretion, casting grain of truth using a 4th-level spell slot can provide advice equivalent to a divination spell; a 5th-level spell slot can provide advice equivalent to a single answer from a commune spell; and a 6th-level spell slot can provide advice equivalent to three answers from a contact other plane spell.

Grasping Earth

2nd-level conjuration

A point on the ground within range becomes enchanted with conjuration magic, and subtly shifts and swirls. If a creature moves within 5 feet of this point, you can use your reaction to cause the ground to reach up and pull them into it. The target must make a Strength saving throw, and makes this save with disadvantage if it was directly on top of the point the spell originated. On a failed save, the creature is restrained and takes 2d8 bludgeoning damage.

At the start of each of its turns, the creature can make another Strength saving throw to break free of the earth’s grasp, ending the spell early on a success.

On your turn, you can use an action to pull a restrained creature further in. The target takes another 2d8 bludgeoning damage.

Grasp of the Grave

2nd-level necromancy

You pull concentrated shadow from the Plane of Shadow and grab an enemy with it. Make a melee spell attack. On a hit, the target takes 2d10 necrotic damage and is blinded until the end of its next turn, as it is bathed in darkness.

At Higher Levels: When you cast this spell using a higher-level spell slot, increase the damage dealt by 1d10 for each spell slot above 2nd.

Grassdart

2nd-level transmutation

1d6 + your spellcasting ability modifier blades of grass within range are turned stiff and razor-sharp, allowing them to be used as weapons. You are instantly aware of which blades of grass have been transformed.

A blade of grass that is under 1 foot in length can be thrown as darts and do 1d4 + your Dexterity modifier in piercing damage on a successful hit. A blade of grass longer than that can be thrown as a javelin and do 1d6 + your Dexterity modifier in piercing damage. You have proficiency in both types of weapon when using a grassdart.

Grave Sense

2nd-level divination (apocalypse)

You touch a willing undead creature or one that’s under your control. For the duration of the spell, you can use an action to see what the undead creature sees (including through darkvision, blindsight, tremorsense, or truesight), and to hear what it hears, until the start of your next turn. You use your own ability scores and skill proficiencies to spot things and to interpret the sensations you’re receiving.

Greater Analyze Device

2nd-level divination (clockwork)

You discover all mechanical properties, mechanisms, and functions of a single construct, clockwork device, mechanical trap, or magic item, including how to activate or deactivate those functions, if appropriate.

Ground Trace

2nd-level divination

You can follow the direction and discern the extent of unseen buried roots, water courses, tunnels, drains, pipes, passages, and even underground rooms as long as at least part of it is visible to you above the surface.

Grudge Match

2nd-level evocation

This spell affects any creatures you designate within range, as long as the group contains an equal number of allies and enemies. If the number of allies and enemies targeted isn’t the same, the spell fails. For the duration of the spell, each target gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls made involving other targets of the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above rolls against a non-target, it takes a -2 penalty on that roll.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each slot level above 2nd.

H

Handy Mirror

2nd-level conjuration

You create a floating mirror that is 4 square feet; you may pick its length and height. When you cast this spell, and on each subsequent turn, you can use a bonus action to move the mirror up to 60 feet or to angle or turn it.

The mirror is an object that has AC 12 and 10 hit points. If broken, razor-sharp shards explode outward and all creatures within 20 feet must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed saving throw or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the mirror can be another square foot each slot level above 2nd.

Harmony of Heroes

2nd-level enchantment

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 60 ft. Area of Effect: 1 to 4 creatures Saving Throw: None

Choose up to four willing creatures within range when you cast this spell. For the duration of the spell, whenever you give your Bardic Inspiration die to one of those creatures, every creature affected by this spell gains a copy of that die. The copied dice disappear when they’re used or when the spell ends.

Haunting Mists

2nd-level illusion

A 20-foot-radius sphere of illusory misty vapor inhabited by shadowy shapes rises around you. The sphere remains stationary. While you can see through the illusory mist without difficulty, it obscures the sight, including darkvision, of other creatures inside the mist beyond a range of 5 feet. Creatures outside the mist cannot see more than 5 feet into it.

A creature that begins its turn inside the mist or enters the mist on its turn must make a Wisdom saving throw against your spell save DC or become frightened and suffer disadvantage on Wisdom ability checks and saving throws.

Both the fear and the ability penalty remain as long as the creature remains in the mist. A creature that succeeds on this saving throw becomes immune to this casting of the spell.

Hear Heartbeat

2nd-level divination

Classes: Druid 2, Ranger 2, Wizard 2

For the duration, you can hear the actual heartbeat of each living creature within 30 feet of you. This allows you to discern the number of creatures in your vicinity, the general direction of each heartbeat. You also gain clues as to the size, overall health, or emotional state based on the strength and speed of each heartbeat. For example, a larger animal has a correspondingly louder heartbeat, a sickly or elderly individual has a slower, weaker heartbeat, and a creature in emotional distress has an accelerated heart rate.

While this spell remains in effect, you suffer disadvantage on Wisdom (Perception) checks as this spell demands most of your awareness. You do not hear your own heartbeat with this spell, and all other sounds other than heartbeats are muffled and indistinct.

The spell does not penetrate barriers.

Heartache

2nd-level enchantment

You force an enemy to experience pangs of unrequited love and emotional distress. These feelings manifest with such intensity that the creature takes 5d6 psychic damage on a failed Charisma saving throw, or half the damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.

Heartstop

2nd-level necromancy (clockwork)

You slow the beating of a willing target’s heart to the rate of one beat per minute. The creature’s breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects.

Heartstrike

2nd-level divination

The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for your enemies having half cover or three-quarters cover, and for an area being lightly obscured, when making those attacks.

Helpless Grief

2nd-level enchantment

A living creature of your choice that you can see is overcome with grief unless it makes a successful Wisdom saving throw. A grief-stricken creature falls prone and can’t stand up, and is incapacitated for the duration of the spell.

At the end of each of its turns, and each time it takes damage, the creature can repeat the saving throw. On a successful save, the spell ends.

Heraldic Fox

2nd-level transmutation

A shield that you touch gains a shimmering aura in the shape of a fox that inspires whoever wields it. The creature wielding the shield gains a +1 bonus to AC and has advantage on Dexterity saving throws. In addition, if the creature would take half damage because of a successful Dexterity saving throw, it takes no damage instead.

Heraldic Horse

2nd-level transmutation

A shield that you touch gains a shimmering aura in the shape of a horse that inspires whoever wields it. A creature wielding the shield gains a +5 bonus to initiative rolls and can’t be surprised.

Hesitate

2nd-level enchantment

All creatures in a 20-foot-radius sphere centered on a point you can see must make Wisdom saving throws. Each creature that fails the saving throw hesitates briefly, reducing its initiative score by 5. If this changes its place in the initiative order, the creature uses the new position for the rest of the combat.

High Ceremony

2nd-level evocation (ritual)

You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies. Its target must be within 10 feet of you throughout the casting.

Bless Water. You touch up to four vials of water and cause them to become holy water.

Consecrate Ground. You dedicate a temple, shrine, or other area of significance to your religion or order, affecting an area no more than 100 feet across. For the next 24 hours, creatures within the area can’t be frightened. During this period, the area detects as consecrated to a detect evil and good spell or a paladin’s Divine Sense feature.

Ordain Weapon. You touch an appropriate weapon, empowering it to serve as a divine focus. This spell can be prepared and used by clerics and paladins.

Holy Missile

2nd-level evocation (cleric)

You create three glowing darts of holy energy. Each dart hits a creature of your choice that you can see within range. Each dart heals its target for 1d4 hit points. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Holy Warding

2nd-level abjuration

Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 round

You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the allies you have chosen have resistance to normal weapon attacks, including bludgeoning, piercing, and slashing damage. If a target moves farther than 30 feet from you, the effect ends for that creature.

Howling Downpour

2nd-level conjuration (ritual) (druid, wizard)

You summon a storm cloud up to 60 feet above the ground at a point you can see in range. After 1d4 rounds, the clouds produce rain at an alarming rate, dousing everything in a 10- foot radius cylinder below the cloud. The rain extinguishes all non-magical fire within the area immediately.

As a bonus action on your turn, you can move the cloud up to 30 feet in any direction that does not exceed the spell’s range and to a maximum height of 60 feet.

Hunter’s Cunning

2nd-level divination

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

You grant a creature you touch preternatural senses and insight into its immediate environment. Until the spell ends, the target gains advantage on Wisdom (Perception) and Wisdom (Survival) checks and ignores the effect of natural (nonmagical) difficult terrain.

Hunter’s Insight

2nd-level transmutation

Ranger

By touching some of its fur or its tracks, you gain great insight into the behavior of a creature you wish to hunt. You gain advantage on ability checks to find or track the animal, and whenever you make an attack roll against it, you can add 1d4 to your roll.

Hunting Hawk

2nd-level transmutation

You touch an arrow, which is then fired from a bow. As soon as it leaves the bow, the arrow turns into a hawk (Monster Manual, p.330). The hawk will then attack. You may use a bonus action to direct its attack. When the duration expires, or the hawk is slain, it reverts back to an arrow and falls.

If you cast this spell on a magical arrow (except for an arrow of slaying), the hawk retains the magical properties. For instance, if cast on an arrow +1, the hawk gains +1 to attack and damage.

At Higher Levels. When you cast this spell with a 3rd- or 4th-level spell slot, the arrow transforms into an eagle. When you cast this spell with a 5th-level or higher spell slot, the arrow transforms into a giant eagle.

Hurl Rock

2nd-level evocation

You telekinetically hurl a loose rock that is within 10 feet of you. Make a ranged spell attack. On a hit, it inflicts bludgeoning damage depending on the rock’s size:

Diameter Damage
Up to 1 foot 2d4
1-2 feet 2d6
2-3 feet 2d8
3-4 feet 2d10
4-5 feet 3d8
5-6 feet 4d10

If the rock strikes something hard, there is a 50% chance it will shatter into shrapnel.

All creatures within 10 feet of the impact must make a Dexterity saving throw. A creature takes 2d6 damage on a failed saving throw, or half as much on a successful one.

Hypnotic Missive

2nd-level enchantment (ritual)

You write on parchment, paper, or some other suitable writing material and imbue it with a powerful enchantment that lasts for the duration. What is actually written is unimportant; the enchantment laid upon the words works on the mind of a creature that reads it, convincing the creature that there is some importance to the message that must be discovered. A creature that reads the message must succeed on a Wisdom saving throw or be compelled to continue reading and rereading the writing, attempting to glean its meaning and importance.

During combat, a creature so enthralled can take no actions or reactions on its turn, but can move if it chooses or needs to do so (to remove itself from danger, for example). A creature under the influence of the hypnotic missive can make a new saving throw against the effects at the beginning of its turn if in a combat situation. In nonthreatening conditions, the creature can make a new saving throw against the effects every hour.

Once a creature has made a successful save, it recognizes the magical compulsion that has affected it. This does not provide immunity from the spell, however, and if the creature reads the words again, it must make another save or fall under the spell’s effects once more. Hypothermia 2nd-level transmutation

Casting Time: 1

Range: 25 feet

Saving Throw: Constitution

Components: V, S

Duration: Concentration, up to 1 minute

This spell causes a drastic drop of body temperature in a single target creature. The target’s actions become slow and sluggish, imposing disadvantage on ability checks, attacks and saves unless it succeeds at a Constitution save. Those who have resistance to cold damage gain advantage on this save, and those who are immune to cold are unaffected by this spell. An affected creature may make another save at the end of each turn, ending the effect on itself with a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may affect one additional target per level of spell slot above 2nd.

I

Ice Hammer

2nd-level conjuration (winter)

When you cast ice hammer, a warhammer fashioned from ice appears in your hands. This weapon functions as a standard warhammer in all ways, and it deals an extra 1d10 cold damage on a hit. You can drop the warhammer or give it to another creature.

The warhammer melts and is destroyed when it or its user accumulates 20 or more fire damage, or when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional hammer for each slot level above 2nd. Alternatively, you can create half as many hammers (round down), but each is oversized (1d10 bludgeoning damage, or 1d12 if wielded with two hands, plus 2d8 cold damage). Medium or smaller creatures have disadvantage when using oversized weapons, even if they are proficient with them.

Ice Shards

2nd-level conjuration

An ice shard appears and dances around you, granting you a +1 bonus to your AC. You may make a ranged spell attack at a target within 30 feet, launching the ice shard at it, and dealing 1d6 cold damage on a successful hit.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, you create an extra ice shard for each slot level above 2nd. Your AC increases by +1 for each shard you have active and may make ranged spell attacks with any or all of the shards at the same time.

Identify Tracks

2nd-level divination

You determine the size and type of creature that made tracks you can see. If the tracks were made within the last week, you also learn how old they are; if they are more than a week old, you learn only that.

Ignite

2nd-level evocation

You send a thick orange-and-purple ray at one creature you can see. Make a ranged spell attack; if it hits, the creature takes 4d6 fire damage and catches fire. At the end of each of its turns, it takes 2d6 fire damage. A burning creature or an adjacent ally can spend an action to extinguish the fire.

At Higher Levels: For each spell slot used higher than 2nd level, the initial damage increases by 1d6. Damage at the end of a burning creature’s turn is unchanged.

Improvised Shelter

2nd-level evocation (ritual)

A 10-foot-radius area around you becomes more hospitable and useful as a space for shelter. The area remains stationary for the duration and the spell ends if you leave its area. The spell fails if it includes a creature too large to fit in the radius, or so many creatures that some are only partially within the radius.

The area does not prevent the passage of creatures or spells, but the atmosphere inside the area is comfortable and dry regardless of the weather outside. The spell also smooths rough terrain, keeps out airborne diseases, and lessens rain or snowfall in the area, eliminating light precipitation and reducing heavy precipitation to light precipitation.

Additionally, you can alter the ambient noise level of any mundane noise that comes from outside, dampening normal conversation and work to the sound of whispers, and shouts or screams to the level of conversation. This does not protect against magical noise or sonic attacks.

Though the area inside of an improvised shelter does not protect you from attack, it allows you to rest comfortably in areas that would otherwise be too wet, cold, hot, rocky, or dirty. This can potentially allow you to take a long rest while you are in adverse conditions.

Incept Rumor

2nd-level enchantment

You try to place the idea of a rumor in a target humanoid’s mind within range as long as they can hear you. You speak the rumor, which must be reasonably possible, and must be 10 words or less. If the spell is cast and more than 10 words is spoken as part of this rumor, the creature automatically succeeds on their saving throw. The creature must succeed on a Charisma saving throw or they will automatically believe that rumor to be true and will feel compelled to spread the rumor for 7 days.

Creatures immune to being charmed automatically succeed on the saving throw.

If a creature succeeds, they will hear the rumor, but dismiss it as nonsense, and do not realize that a spell was cast.

A remove curse or lesser restoration can remove the effects of this spell early.

Indecision

2nd-level enchantment

Choose a creature you can see within range. The target must succeed on a Charisma saving throw or be overcome with indecision. On a failed save, the target takes its entire turn to perform its next action due to the creature’s hesitation. If the creature fails the saving throw by 5 or more, it takes no action that round. If the creature has moved before taking an action, its action does not occur until the start of its next turn. Each round, the creature can attempt another saving throw at the start of its turn.

On a successful save, the spell ends.

This spell has no effect on a creature with an Intelligence score of 5 or lower.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Insomnia

2nd-level enchantment

You attempt to curse one creature by robbing it of sleep. The creature makes a Wisdom saving throw. If the saving throw fails, it loses the ability to sleep or rest. It can’t benefit from long rests, and it gains one level of exhaustion every 24 hours, to a maximum of five levels of exhaustion. The cursed creature can repeat the saving throw at the end of each long rest; the spell ends on a successful save. The spell can also be ended by magic that removes a curse.

Instant Aerosol

2nd-level transmutation

You light a specially prepared candle and place it beneath an open potion as you cast this spell. The potion is vaporized into a cloud that extends out five feet from you in all directions. All creatures in range, including yourself, that breathe in the magical vapors can benefit from the effects of the potion. The duration is divided equally among those partaking, rounding down any fractions. If the spell is used with a potion of healing, all creatures in the area receive the average number of hit points that would be healed by a potion of that type.

Instant Snare

2nd-level abjuration

Casting Time: 1 action Range: 120 feet Components: V, S, M (a loop of twine) Duration: 24 hours

You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap.

When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare’s location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead.

This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 2nd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.

Intensify Sensation

2nd-level enchantment

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

You touch a creature, who must make a Constitution saving throw if unwilling. The creature will perceive any physical or emotional sensation as being unbelievably powerful, for good or bad. A creature under the influence of this spell is incapacitated for the duration.

Spells designed to create an emotion or physical sensation have twice the duration as normal and the creature saves against them at disadvantage.

Inverted Compass

2nd-level enchantment

Choose one creature you can see. It must make a Wisdom saving throw. If the saving throw fails, then whenever the creature moves for the duration of the spell, it moves in a random direction. The player or GM controlling the creature decides how far it will move before the direction is determined.

Irksome Preserves

2nd-level conjuration

At your command, delicious fruit jam oozes from a small mechanical device (such as a crossbow trigger, a lock, or a clockwork toy), rendering the device inoperable until the spell ends and the device is cleaned with a damp cloth.

Cleaning away the jam takes an action, but doing so has no effect until the spell ends. One serving of the jam can be collected in a suitable container. If it’s eaten (as a bonus action) within 24 hours, the jam restores 1d4 hit points.

The jam’s flavor is determined by the material component.

The spell can affect constructs, with two limitations.

First, the target creature negates the effect with a successful Dexterity saving throw. Second, unless the construct is Tiny, only one component (an eye, a knee, an elbow, and so forth) can be disabled. The affected construct has disadvantage on attack rolls and ability checks that depend on the disabled component until the spell ends and the jam is removed.

Iron Doesn’t Bite

2nd-level abjuration

The recipient gains resistance to piercing and slashing damage from nonmagical weapons made of metal for the duration.

The material component is water from a smithy’s shop.

Iron Stomach

2nd-level transmutation

You subtly alter the digestive system of the creature you touch, allowing it to safely eat and extract nutrition from any organic matter it eats. As long as the creature eats at least 1 pound of organic matter per day, it does not suffer from hunger. If it eats organic matter that is poisonous, or that has been poisoned with an organic substance (serpent venom, for example), it has advantage on the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.

Ironshot

2nd-level conjuration

You conjure five 2-inch-diameter iron balls into the air next to you. On each of your turns, you can launch one iron ball at a creature within 60 feet and line of sight. Make a ranged spell attack against that creature. If it hits, a ball does 2d6 bludgeoning damage and the target is knocked prone. Unused iron balls move with you as you move. Balls disappear after they attack or when the spell ends.

Isri's Preservation

2nd-level transmutation

During the casting of this spell, you sprinkle the salt around the edges of an area or container no larger than a 10 foot cube. For the duration, any organic material left completely within this area does not deteriorate. Meat does not decay, grain does not go moldy, and fruit and vegetables do not rot. A corpse placed here does not rot, but does not extend the time allowed for spells such as Raise Dead or Resurrection.

If the spell is cast every day for 30 days over the same area or container, the spell becomes permanent.

At Higher Levels. If this spell is cast using a spell slot of 5th level or higher, it instead consumes 50 gp worth of salt and can cover an area or container no more than a 50 ft cube. If cast using a spell slot of 8th level or higher, it instead consumes 100 gp worth of salt and can cover an area or container of no more than a 500 ft cube, such as a storehouse or pit.

J

Jinx

2nd-level necromancy

You try to bestow bad luck upon a creature.

Make a melee spell attack. If you hit, the creature is now jinxed. While jinxed, the creature suffers bad luck and the curse of clumsiness.

Any time the creature was to make a Dexterity check or saving throw, or attack roll using Dexterity, it does so at disadvantage.

A remove curse or greater restoration can remove this jinx.

Jungle Cry

2nd-level enchantment

You utter a loud, echoing cry. Every beast within 400 feet of you and able to hear the shout becomes hostile toward any humanoids it can see. Large or bigger beasts negate this effect with a successful Wisdom saving throw, but Medium and smaller beasts get no saving throw.

K

Kaleidoscopic Blast

2nd-level evocation

You release a dazzling, multi-colored and swirling blast of energy at a target creature within range. Make a ranged spell attack. On a hit, the creature takes the following: 1d4 acid damage + 1d4 fire damage + 1d4 cold damage + 1d4 lightning damage + 1d4 radiant damage + 1d4 necrot ic damage + 1d4 poison damage, which is 7 dice total (pro-tip: if you have enough dice, assign each die to a specific damage type).

At Higher Levels. When you cast this spell using a 3rd level spell slot, the damage die for each damage type increases to 1d6. When you cast this spell using a 5th level spell slot, the damage die for each damage type increases to 1d8. When you cast this spell using a 7th level spell slot, the damage die for each damage type increases to 1d10. When you cast this spell using a 9th level spell slot, the damage die for each damage type increases to 1d12.

Keen Ears

2nd-level transmutation

One willing creature you touch gains superb hearing. It has advantage on Wisdom (Perception) checks that rely on hearing.

Keen Edge

2nd-level transmutation

This spell places a magical paste upon an edged weapon. The magic within the paste grants advantage on attacks against all non-magical, metal armor. In addition, the weapon used deals an extra 1d8 slashing damage for the duration of the spell. This spell can only be used on non-magical weapons, and will not affect magical or non-metal armor (does normal damage).

The material components for this spell are a small file and a flask of oil.

Know Alignment

2nd-level divination

You choose one creature you can see and attempt to discern its alignment. The creature makes a Wisdom saving throw. If the saving throw fails, you immediately learn its alignment.

L

Lacerate

2nd-level evocation

You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a violent spray of blood, and the target gains one level of exhaustion.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Lair Sense

2nd-level divination (ritual) (dragon)

You set up a magical boundary around your lair. The boundary can’t exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like - to follow the walls of a building or cave, for example.

While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature’s type but nothing else about it. You are also aware when creatures leave the area.

This awareness is enough to wake you from sleep, and you receive the knowledge as long as you’re on the same plane of existence as your lair.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell’s duration for each slot level above 2nd.

Leaf Fall

2nd-level necromancy

All the leaves or needles on a tree or a 100 square foot area of brush you can see instantly wither and fall to the ground, leaving bare branches and revealing any creatures that were hiding in the foliage.

Leaf Tide

2nd-level transmutation

One pile of leaves within range rises in a wave and engulfs a creature you can see. The creature takes 5d6 bludgeoning damage, or half damage with a successful Dexterity saving throw.

Light Blade

2nd-level evocation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 10 minutes

A weightless blade of pure light springs into existence in your hand, the length and shape of a longsword. The magical blade grants a +1 bonus to attack and damage rolls, or +2 to attack and damage rolls if used against a creature of evil alignment. The blade provides bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like.

Light Prison

2nd-level evocation

Rays of light burst forth from your outstretched hand, encircling a target’s space with a cage of light. The target must make a Dexterity saving throw. On a failed saving throw, it becomes enclosed in the light prison. A creature enclosed in a light prison can attack, cast spells, and otherwise act normally as long as it stays within the light prison. However, if a creature passes through the walls of a light prison enclosing it, it takes 1d8 radiant damage and is blinded until the end of its next turn. Once a creature passes through the walls of a light prison surrounding it, the effect ends for that creature.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Liquify/Solidify

2nd-level transmutation

You target an object or an area of material within range that is either liquid or solid and occupies space no larger than 5 ft cube. The material you target shifts its state. If you target a solid, it liquifies. If you target a liquid, it solidifies.

At the end of the duration, the matter changes back to its original form in its original space. If another object or creature occupies the space of a liquid being changed into a solid, or reverting back into a solid, the object or material solidifies around that object or creature. Any creature in the area of the object or area of material when it becomes or reverts to a solid is restrained for the duration.

The creature can use its action to perform a Strength saving throw against your spell save DC, freeing itself on a success.

At Higher Levels. When you cast this spell at 3rd level or higher, the cube increases by 5 ft. for every spell slot level above 2nd.

Lock Armor

2nd-level transmutation

Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of rust and metal shavings) Duration: Concentration, up to 1 minute

You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. On a failed save, the spell causes metal to cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are paralyzed. An affected creature or construct can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A grease spell dispels lock armor on everything in its area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Loki’s Spasm

2nd-level evocation

When cast, this spell creates a very localized and violent upheaval of the earth within a 5-foot radius area that deals 1d8 bludgeoning damage, knocks any medium or smaller creature from its feet, and stuns them until the end of their next turn unless they succeed at a Strength saving throw.

The upheaval does not inflict any significant damage or long-term effect to the surrounding terrain. It does not break walls or open the ground.

At Higher Levels. When you cast this spell using a spell slot higher than second level, the radius increases by 5 feet or the damage increases by 1d8 per level above second, at the caster’s option.

Loss of Hope

2nd-level necromancy

The subject’s mental strength becomes weaker. The subject makes a Wisdom save; on a failure, the subject suffers an enhancement penalty to Wisdom of 1d4+1 points, subtracting the usual benefits normally gained by her Wisdom modifier.

Luck of the Saints

2nd-level enchantment

You touch a willing creature and infuse it with luck. Before making an ability check, attack roll, or saving throw, the affected creature can declare it is using this ability, which lets it add 1d6 to the d20 result. The spell ends when the luck is used.

M

Maddening Whispers

2nd-level enchantment (Void)

You whisper a string of Void Speech toward a target within range that can hear you. The target must succeed on a Charisma saving throw or be incapacitated. While incapacitated by this spell, the target’s speed is 0, and it can’t benefit from increases to its speed. To maintain the effect for the duration, you must use your action on subsequent turns to continue whispering; otherwise, the spell ends. The spell also ends if the target takes damage.

Magic Trap

2nd-level illusion (ritual)

You place a false trap which is covered with an illusion to make it look like any sort of trap you like. Anyone searching for traps, either mundanely or magically, will find it. It has no actual effect, whether it is deliberately or accidentally sprung.

Magma Spray

2nd-level transmutation (apocalypse)

Casting Time: 1 action Range: 40 feet Components: V, S, M (a pinch of sulfur or a piece of brimstone) Duration: Concentration, up to 1 minute

A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.

A creature whose hit points are reduced to 0 by this damage is killed immediately, and its body burns to ash.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Mana Burn

2nd-level transmutation (sorcerer, wizard)

You create a magic ball of glowing energy and launch it at a creature that you can see within range. The target must make an Intelligence saving throw or take 1d6 psychic damage and lose an unused 2nd level spell slot until it completes a long rest. If the target does not have any 2nd level spell slots remaining, it will lose a 1st level spell slot instead.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 2nd. Also, the unused spell slot lost by the target is equal to the spell slot used to cast the spell. If the target does not have an unused slot level of that level to lose, they will lose a spell slot of the next lower level, and so on, until they lose an unused spell slot. If the target does not have any unused spell slots of the appropriate level, the spell does nothing and ends.

Manacle of Burden

2nd-level conjuration (warlock, wizard)

You target two creatures that are within 20 feet of each other within range and cause them to make a Strength saving throw with disadvantage. If both targets fail, they are bound to one another by a spectral manacle of your creation and will split all damage done to them.

For the duration, any damage done to either target is halved (rounded down) and then dealt to the other bound creature as well.

If the two bound creatures move more than 20 feet apart, the manacle breaks causing 4d6 necrotic damage to each target.

Mantle Of The Brave

2nd-level abjuration

You touch up to four individuals, bolstering their courage.

The next time a creature affected by this spell must make a saving throw against a spell or effect that would cause the frightened condition, it has advantage on the roll. Once a creature has received this benefit, the spell ends for that creature.

Map Minion

2nd-level conjuration

The spell summons an invisible elemental creature that travels away from the caster and draws a map of the area the caster directs it to explore.

The minion requires tools to inscribe the map. The map that it draws will be accurate and will cover a 1-mile area centered upon the caster. Drawing a map can take hours or days, depending on the difficulty of the terrain being mapped, and the elemental’s ability to properly and thoroughly explore.

Mapping an entire dungeon complex, for example, could take days, and the elemental may never return if it is somehow destroyed while exploring the dungeon.

Elementals summoned in this manner have no special immunities aside from immunity to thunder and lightning damage. The elemental has 3d8 hit dice, AC 12, a fly speed of 90 feet, and a Bash attack for 1d6 bludgeoning damage, but will only fight to defend themselves. If the caster moves after casting the spell, the elemental can flawlessly track their current location to return and deliver the map. Once a map is delivered, the elemental returns to its home plane.

The material components of this spell are drawing tools such as quills, ink, and parchment, which the elemental carries with it while mapping. If the elemental is destroyed or is otherwise unable to return to the caster, they are destroyed.

Marid’s Blessing

2nd-level transmutation

You call upon the genie masters of the sea to strengthen a sea creature. This includes beasts, monstrosities, plants, and other creatures native to aquatic terrain. The target gains advantage on Strength and Constiutiton checks, gains 2d6 temporary hit points, and its attacks with natural weapons (such as claws) become magical, gaining a +1 bonus to attack rolls and damage rolls. In addition, the targets are coated in a thin bluish sheen that allows them to survive out of water with no ill effects as long as the spell persists.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Marid’s Curse

2nd-level necromancy

You call upon the genie masters of the sea to weaken and punish a sea creature. This includes beasts, monstrosities, plants, and other creatures native to aquatic terrain. The creature must succeed on a Wisdom saving throw or gain one level of exhaustion that cannot be removed for the duration of the spell.

The target must attempt a saving throw each round it is out of the water or suffer one additional level of exhaustion. This cannot cause a creature’s exhaustion to reach level 6 (death). Once the creature returns to the water, it can attempt a new save each round to reduce this exhaustion by one level. When the spell ends, all of the exhaustion it caused also ends.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Mark Prey

2nd-level divination

Casting Time: 1 bonus action Range: 120 feet Components: V Duration: Concentration, up to 1 hour

You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can’t benefit from being invisible against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey.

At Higher Levels. When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Melt

2nd-level transmutation Druid, Wizard

You melt all inanimate ice and snow within 20 feet of a point you can see. Creature made of ice or snow in the affected area take 4d6 fire damage, or half damage with a successful Constitution saving throw.

Memento Mori

2nd-level divination

Classes Bard 2, Cleric 2, Warlock 2

Casting Time: 1 action Range: Touch Components: V, S, M (small talisman) Duration: Permanent

With this spell you enchant a talisman or memento and link it to a creature you touch. Thereafter, regardless of the distance between you and the creature, the talisman changes color and appearance based on the creature’s health. If the creature suffers a serious illness or poisoning, for example, the talisman darkens in color and shows visible cracks. If the creature dies, the memento crumbles to ash. You do not know the specifics of the creature’s health or what threatens it, but you know whether it is in mortal jeopardy or deceased. You can maintain a number of enchanted talismans equal to your proficiency bonus at a time.

Material Component. The talisman to be enchanted must have a value of 100 gp or greater, but it can be fashioned of ceramic, leather, metal, or wood in any shape or form you desire. Clerics often use a holy symbol of their faith as the object.

Menace

2nd-level illusion

You create an illusion around yourself that makes you seem larger, fiercer, and more imposing. For the duration of the spell, add 1d6 to your Charisma (Intimidate) checks.

Mephitic Croak

2nd-level conjuration (alkemancy)

You release an intensely loud burp of acidic gas in a 15-foot cone. Creatures in the area take 2d6 acid damage plus 2d6 thunder damage, or half as much damage with a successful Dexterity saving throw. A creature whose Dexterity saving throw fails must also make a successful Constitution saving throw or be stunned and poisoned until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both acid and thunder damage increase by 1d6 for each slot level above 2nd.

Mind Shield

2nd-level abjuration

You touch a creature. If the creature is charmed or frightened, that effect ends. For the duration, the creature has advantage against being charmed or frightened, and cannot be possessed or have their mind read or be affected by magic that would force them to tell the truth.

Mischief of the Fey

2nd-level conjuration

Level Sorcerer/Warlock/Wizard 2

You summon a glowing rift in mid-air at a point you can see within range. This dimensional hole is 5-foot-square in size and hovers a few inches from the ground. You select a point that you can see within 30 feet for the other end of the rift. You are considered adjacent to the other end of the rift. If you enter the rift, you immediately appear on the other end, after which the spell ends. If you toss an object into the rift, it appears on the other end and lands in an adjacent space.

As long as the rift remains open you can see through it regardless of intervening barriers or obstacles. If nothing enters the rift, it closes at the beginning of your next turn.

Mist Of Wonders

2nd-level conjuration (chaos)

A colorful mist surrounds you out to a radius of 30 feet.

Creatures inside the mist see odd shapes in it and hear random sounds that don’t make sense. The very concepts of order and logic don’t seem to exist inside the mist.

Any 1st-level spell that’s cast in the mist by another caster or that travels through the mist is affected by its strange nature. The caster must make a Constitution saving throw when casting the spell. On a failed save, the spell transforms into another 1st-level spell the caster knows (chosen by the GM from those available), even if that spell is not currently prepared. The altered spell’s slot level or its original target or targeted area can’t be changed. Cantrips are unaffected. If (in the GM’s judgment) none of the caster’s spells known of that level can be transformed, the spell being cast simply fails.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it affects any spell cast using a spell slot of any lower level. For instance, using a 6th-level slot enables you to transform a spell of 5th level or lower into another spell of the same level.

Mistaken Missive

2nd-level transmutation

You cast this spell on up to ten pages of text. Over the course of a week, the text will slowly change.

On the first day, it will become faint, as if the writer was running out of ink. On the second through fourth days, the words become gibberish—the text is aligned in groups of letters and punctuation, but nearly all the words are meaningless. On the fifth day, the letters have become real words, but the sentences make no sense. On the sixth day, and thereafter, the message is coherent but conveys the exact opposite of the original meaning.

Molten Strike

2nd-level evocation

You draw forth from a volcanic stone all the heat and energy that went into its making and blast it at one creature you can see. The stone must be within 5 feet of you. Make a ranged spell attack against the target creature. A hit does 2d6 bludgeoning damage plus 3d6 fire damage.

At Higher Levels: For each spell slot used higher than 2nd level, the attack does an additional 1d6 bludgeoning damage and 1d6 fire damage.

Moon Rune

2nd-level illusion

You write up to seven nonmagical runes on any surface. This mark remains invisible until conditions you specify during the casting of this spell. The condition can be anything: a specific time of day or year, when moonlight (or light from a certain phase of the moon) illuminates the runes, or when the surface is touched by a member race, sex, or class, and so on.

The rune is permanent; when the condition goes away, so do the runes, but they reappear the next time the condition is met.

The runes can also be read by someone casting see invisible or true seeing.

At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, you can increase the number of runes you can write by seven for each spell slot above 2nd.

Mountains to Molehills

2nd-level transmutation (ritual) (druid, ranger, wizard)

You touch a smooth surface that is difficult or unable to be climbed and transform the landscape to create tiny foot and hand holds in any direction 10 feet wide and up to 60 feet in length. Anyone who attempts to climb the transformed surface makes all Strength (Athletics) checks with a +2 bonus and rolls with advantage.

N

Nature’s Aura

2nd-level transmutation

You are surrounded by a calming, natural aura that puts animals and sentient plants at ease. During the duration of the spell, you can add 1d6 to your Charisma (Animal Handling) checks.

Necrotic Visage

2nd-level necromancy (warlock, wizard)

You evoke a shadowy visage that appears above you. The visage remains until you use your action to make a melee weapon attack against a target within range. On a successful attack, your attack is replaced by that of the shadowy visage, who hits your target with a necrotic scythe, dealing 4d6 necrotic damage and forcing the target to succeed on a Dexterity saving throw or have its movement speed reduced to 0 until the end of its next turn. The visage then disappears.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 2nd.

Negative Image

2nd-level conjuration (shadow)

You create a shadow-tunnel between your location and one other creature you can see within range. You and that creature instantly swap positions. If the target creature is unwilling to exchange places with you, it can resist the effect by making a Charisma saving throw. On a successful save, the spell has no effect.

Net

2nd-level conjuration

You create a net of seaweed that encloses a 10-foot-radius sphere around a point you can see. The target point must be underwater, but the entire sphere need not be. Each creature in the affected area when the spell is cast is caught inside the net and can’t leave the netted area unless it uses an action on its turn to make a Strength saving throw; if the save succeeds, the creature breaks out of the net.

At the start of your next turn, the net collapses inward. All creatures inside it are restrained unless they make a successful Dexterity saving throw.

All trapped or restrained creatures are released at the end of the spell’s duration.

Nip At The Heels

2nd-level illusion

You create an illusory pack of wild dogs that bark and nip at one creature you can see within range, which must make a Wisdom saving throw. On a failed save, the target has disadvantage on ability checks and attack rolls for the duration as it is distracted by the dogs. At the end of each of its turns, the target can make a Wisdom saving throw, ending the effect on itself on a successful save. A target that is at least 10 feet off the ground (in a tree, flying, and so forth) has advantage on the saving throw, staying just out of reach of the jumping and barking dogs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

O

Open Trail

2nd-level transmutation

You gain the ability to open a narrow pathway through thick plant growth. The opening is 5 feet wide, 6 feet high, and 20 feet long. It starts in your space and extends in a direction you choose. The path moves with you as you move, so you always have 15 feet of clear path ahead of you through even the thickest growth. Plants move or bend away from the trail and then close behind you, leaving no sign that anyone passed through. Other creatures have disadvantage on ability checks to track you through areas where you traveled by open trail.

Orb Of Light

2nd-level evocation (illumination)

An orb of light the size of your hand shoots from your fingertips toward a creature within range, which takes 3d8 radiant damage and is blinded for 1 round. A target that makes a successful Dexterity saving throw takes half the damage and is not blinded.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

P

Pain of Giving

2nd-level necromancy

You touch a creature, and it becomes cursed unless it makes a successful Wisdom saving throw. While cursed, the creature takes 2d6 necrotic damage whenever it uses the Help action, Medicine skill, or restores hit points to another creature with a spell.

The pain of giving curse can be lifted by magic that removes a curse.

Perfect Recollection

2nd-level evocation

The subject is better able to recall distant memories and focus on mentally challenging tasks. The spell grants an enhancement bonus of 1d4+1 points to Intelligence, adding the usual benefits to ability and skill checks.

The material component of this spell is a few feathers from an owl or a small figurine in the shape of an owl.

Pernicious Poison

2nd-level necromancy

You weaken the target’s defenses against poison.

On a failed Constitution saving throw the target has disadvantage on saving throws against poison, and poisons affecting the target are more virulent increasing the damage die by 1 (for example, 1d8 becomes 2d8).

If the Constitution saving throw is failed, another should be made, if this also failed the target loses resistance to poison (if it had any) and any poison immunity is reduced to poison resistance.

Phantom Accompaniment

2nd-level illusion

For the duration of this spell, when you play a musical instrument, a phantom ensemble plays along with you. The ensemble can be up to ten performers on any type of instrument, or vocalists. You can add 1d6 to your Charisma ability and skill checks while the phantom ensemble is accompanying you.

Phantom Light

2nd-level illusion (illumination)

You touch one object that measures less than 10 feet in every dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. At the time of the casting, you designate up to six creatures. Only those creatures are able to see and gain benefit from the phantom light.

The object can be covered with something opaque to block the light. You can use an action to dismiss this spell.

Plaguebearer

2nd-level abjuration (fiendish)

The creature you touch when casting this spell becomes immune to disease for the duration. The creature can still contract and carry diseases; it simply does not suffer any effects of a disease. When exposed to a disease, the creature must make the saving throw required. If the saving throw fails, the creature becomes a carrier of the disease, and might expose others to it per the rules for the particular affliction. The creature under the effect of the spell is aware when it becomes infected. If the creature recovers from or is cured of all diseases it suffers while this spell is in effect, it continues to benefit from the spell until the spell ends.

When the duration expires, the target becomes susceptible to the effect of any disease it is still carrying, as if it had just now contracted it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 24 hours for each slot level above 2nd.

Poisoned Volley

2nd-level conjuration

By drawing back and releasing an imaginary bowstring, you summon forth dozens of glowing green arrows. The arrows dissipate when they hit, but all creatures in a 20-foot square within range take 3d8 poison damage and become poisoned.

A creature that makes a successful Constitution saving throw takes half as much damage and is not poisoned.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Poisonous Flesh

2nd-level transmutation

You make your flesh and blood poisonous, deterring creatures that might want to devour you. For the duration, any creature that hits you with a bite attack must make a Constitution saving throw. On a failed save, it takes 2d8 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and is not poisoned. Creatures with an Intelligence of 5 or lower will not willingly bite you again, seeking other prey instead. If such a creature is unable to disengage from combat with you, it will use other attack actions to deal damage if possible, but will continue to use its bite attack if it has no other option.

If you are swallowed by a creature, immediately after you take whatever damage is dealt by the creature’s digestion, the creature takes 4d8 poison damage and is poisoned for 1 hour. A successful Constitution saving throw negates the poisoned condition. On its next turn, the creature uses an action to spit you out.

Polite Request

2nd-level enchantment (bard, paladin, sorcerer, warlock)

You make a simple request of up to 10 words, gaining a +5 bonus and advantage on Persuasion skill checks to all humanoids within 30 feet that can hear and understand you.

Pollen Cloud

2nd-level conjuration

Components: V, S, M (pinch of pollen) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 100 ft. Area of Effect: Sphere, 20-ft. radius Saving Throw: Constitution negates effect

You create a cloud of pollen and airborne seeds in a 20-foot-radius sphere around a point you can see. The cloud spreads around corners, and its area is lightly obscured. The cloud disappears when the spell ends. Any creature that is inside the cloud at the start of its turn becomes poisoned unless it makes a successful Constitution saving throw against poison. The condition lasts until the spell’s duration ends. Creatures that don’t need to breathe are immune to this effect.

A moderate wind disperses the cloud after four rounds. A strong wind disperses it in one round.

Power Word Kneel

2nd-level enchantment

When you shout this word of power, creatures within 20 feet of a point you specify are compelled to kneel down facing you. A kneeling creature is treated as prone. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a successful save. The effect ends immediately on any creature that takes damage while kneeling.

Prayer of Resolve

2nd-level evocation (apocalypse)

Casting Time: 1 minute Range: 30 feet Components: V Duration: 1 hour

You remind your allies of the perseverance that will be required of them. Each of up to six creatures you can see within range gains temporary hit points equal to 1d10 + your spellcasting ability modifier. This spell has no effect on undead or constructs. The temporary hit points last for 1 hour.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points gained by each creature increase by 1d10 for each slot level above 2nd.

Precision of Arms

2nd-level divination

For the duration of this spell, your attacks become more accurate. You score a critical hit on a roll of 19 or 20, and your critical hits get two bonus damage dice instead of one.

Preservation

2nd-level abjuration (ritual)

Up to 250 pounds of raw food will remain perfectly preserved for one week. This spell does not work on cooked food, nor does it prevent the food from being eaten during this time; it merely keeps it from rotting or going moldy.

This spell can also be used to preserve a corpse in preparation for being raised; a week of preservation counts only as one day for the purposes of the raise dead spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can preserve an additional 50 pounds for each slot level above 2nd.

Protection from Paralysis

2nd-level abjuration

For the duration of this spell, the target creature is immune to paralysis. If it was already paralyzed, its paralysis ends while the spell is in effect.

Psychic Ambush

2nd-level abjuration

You provide protection for yourself or one willing creature against unwanted mental intrusion. The trap will be triggered if a protected creature be affected by a spell or effect that would sense its emotions, read its thoughts, or put the charmed condition on it.

The attacker must make a Wisdom saving throw. The attacker takes 3d10 psychic damage on a failed saving throw, or half as much damage on a successful one.

Once this spell has been triggered, it ends.

Pullulate

2nd-level transmutation (ritual) (druid)

Classes: druid

You plant a seed from a type of plant that used to grow in your current location. Upon touching the ground above the buried seed and speaking a small blessing, the species of the plant begins to regrow, taking 1d4 hours to reach maturity.

Putrefy Food

2nd-level necromancy

All non-magical food within a 5-foot radius sphere centered on a point of your choice within range is rendered obviously rotten and unwholesome.

Creatures who eat it anyway must make a Constitution saving throw or become poisoned for 10 minutes.

Q

Quell the Wild

2nd-level illusion

For the duration of the spell, you suppress the noise of natural wildlife so that no creature within 30 feet of you can hear it. The sphere moves with you. Note that other noises–the movement or breathing of an assassin or of stealthily creeping orcs, for example–is unaffected.

R

Racial Paragon

2nd-level transmutation

Classes Cleric, Paladin

Casting Time 1 action Range Touch Components V, S Duration 1 minute

This spell improves a target’s inherent racial abilities. Choose one ability score to which the target receives a bonus due to its race (Dexterity for a halfling, for instance, or Intelligence for a high elf).

That ability score becomes 18 for the duration of the spell. If the target already has an 18 or higher in the chosen ability score this spell has no effect.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the chosen ability score increases by 1 additional point per level, to a maximum score of 24 using an 8th level spell slot.

Radiating Blade

2nd-level evocation (cleric, paladin)

You call upon a god of war to grant you the ability to strike down your foes in his name. Using your bonus action, you are able to sheathe a melee weapon you possess with a white burning flame. You can use your action to make a melee attack with the fiery blade. On a hit, the target takes the weapon’s normal attack damage plus 1d8 radiant damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Raise Beast

2nd-level necromancy (druid, ranger, wizard)

You return a dead beast you touch to life, provided that it has been dead no longer than 8 hours. If the beast’s soul is both willing and at liberty to rejoin the body, the beast returns to life with half of its total hit points, rejuvenated by the blessing of Dahrune.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the beast at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the beast returns to life.

This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails.

Read Object

2nd-level divination (ritual)

By handling an object and reading the psychic residue on it, you can divine information about the item’s history.

After you cast the spell, you continue to handle the object, reading any impressions that might be left upon it. Each round, the GM may give you one piece of information related to the item’s ownership and handling. The GM might determine that a particular item does not have enough psychic residue to provide any clear impressions.

The following are examples of information you can obtain through use of this spell:

Regenerate Plant

2nd-level evocation

One plant creature you can see gains regeneration. At the beginning of each of its turns, it heals 10 hit points. This ability doesn’t work on a turn when the creature took acid or fire damage since its previous turn.

Relay Text

2nd-level transmutation (technomagic)

You cause a text message of up to 25 words to appear on the screen of an electronic device capable of receiving such messages, such as a smartphone, tablet, or computer. If the device is turned on, the message appears instantly; if not, the message appears as soon as someone turns it on. The message remains onscreen until read, then disappears, leaving no electronic record of its appearance. You must have seen the device to send a message to it.

Repulsive Presence

2nd-level necromancy

The subject’s personality, persuasiveness, attractiveness, and leadership ability becomes weaker. If the subject fails a Wisdom save, the subject suffers an enhancement penalty to Charisma of 1d4+1 points, subtracting the usual benefits normally gained by her Charisma modifier.

The material component of this spell is a small token carved in the likeness of a goblin or a few hairs from a being with a Charisma score of 5 or lower.

Retributive Scream

2nd-level evocation (warlock)

Each creature within range must make a Wisdom saving throw or take 2d6 psychic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the range increases to 20 feet, and when you cast this spell using a spell slot of 8th level or higher, the range increases to 30 feet.

Revenance

2nd-level abjuration

One undead creature you touch is granted a measure of resistance. It has advantage when making saving throws against being turned or against spells specifically designed to harm or control undead.

Reverberate

2nd-level evocation (ring)

You touch the ground at your feet with the metal ring, creating an impact that shakes the earth ahead of you.

Creatures and unattended objects touching the ground in a 15-foot cone emanating from you take 4d6 thunder damage, and creatures fall prone; a creature that makes a successful Dexterity saving throw takes half the damage and does not fall prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Ricochet

2nd-level divination (bard, sorcerer, warlock, wizard)

You touch up to 10 pieces of nonmagical ammunition.

Until the spell ends, when the ammunition is used to make a ranged weapon attack against a creature behind cover, as long as there is an unobstructed path between the attacker and the target of their attack the creature does not gain any bonuses to AC granted by its cover. This does not grant the attacker any bonuses against invisible targets.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, on a successful hit the ammunition can bound off of a creature and ricochet into another target for each two slot levels above 2nd. The new target of this ricochet must be within 30 feet of the ammunition’s previous target. The attacker makes a ranged weapon attack roll against each target of a ricocheted piece of ammunition, with all attack rolls off a ricochet made with disadvantage.

River of Blood

2nd-level conjuration

You strike the ground and a slight crack opens, from which a thin trickle of blood issues forth. Though it is barely more than a small stream, this steady flow continues as long as you concentrate, running down and across the ground as a crimson fluid. This stream creates one gallon per minute.

The blood carries all of the nutrients common to humanoid blood, and as such is nourishing to soil and—if cast with regularity—allows plants to grow in earth where they normally could not. It is not suitable for drinking by most humanoids, though ghouls and carnivorous or carrion-eating animals can drink it without harm. Purify food and drink renders it safe for humanoid consumption.

When the spell ends, the spring stops, but any blood that flowed forth remains. It can be collected like any liquid.

Riversight

2nd-level divination

You can view events transpiring along a natural watercourse you touch. You can see anything on or within the river as if you were present at that location, or you can observe anything within 15 feet of the river’s banks as if peering from the water’s surface. Moving your point of view to a different location along the river is an action, though your perception can follow something moving along the river as a bonus action.

The range of this spell is affected by whether you are attempting to gaze up of downriver. If viewing a location downriver, you can view any spot within 8 miles; if viewing upriver you can view any spot within 2 miles. The magical sensor created by this spell can travel only as far along the river as your range and the river permits; obstructions such as dams and reservoirs halt the sensor, as does an estuary flowing into the sea or other body of saltwater.

Rolling Thunder

2nd-level evocation

A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30 feet long and 5 feet wide. Each creature in the line must make a successful Constitution saving throw or be deafened for 1 minute. A creature made of material such as stone, crystal, or metal has disadvantage on its saving throw against this spell.

While a creature is deafened in this way, it is wreathed in thundering energy; it takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Rooted in Place

2nd-level transmutation

One creature you touch must make a Constitution saving throw. If the saving throw fails, its legs (or their equivalents) sprout roots that force their way into the earth, anchoring it in place. The creature can’t move or be moved for the duration of the effect.

As an attack, the creature can try to cut the roots; they have AC 8 and 3d6 hit points, and are immune to all but slashing and fire damage. When damage is done to the roots, the rooted creature takes identical damage. The creature is free to move and the spell ends if the roots are fully severed.

S

Safeguarded Slumber

2nd-level necromancy

You touch a creature that has 0 hit points. For the duration of the spell, the creature is locked in a protective coma; it doesn’t need to make death saving throws (even when it takes damage), and it doesn’t need food or water to survive. The affected creature still shows signs of life, though an observer might need to look closely to detect them. The spell ends when the creature regains hit points.

Sanctified Reverie of Arms

2nd-level transmutation

You combine religious meditations with weapon training to greatly enhance your fighting ability. For the duration of this spell, whenever you use an attack action, you can make one additional attack. You must chant throughout the duration of this spell; the effect ends if you are unable to do so, and you can’t cast other spells while chanting.

Sandbody

2nd-level transmutation

You transform your body into sand. For the duration of the spell, you gain resistance to slashing and piercing damage and you have advantage on Dexterity (Stealth) checks made in sandy environments.

Sap

2nd-level conjuration

You choose a point within range. Everything within a 10-foot radius of that point is covered in sticky tree sap.

The area becomes difficult terrain. In order to perform any action that is not purely mental or vocal in nature requires a DC 10 Dexterity ability check first. Creatures in the area lose their Dexterity bonus to AC.

Winged creatures cannot fly. A creature under the effects of a freedom of movement spell is unaffected by this spell.

Sargasso Strands

2nd-level conjuration

You fling strands of tangled kelp and seaweed at a target within range, making a spell attack against them. If the sargasso strands hit, the target must make a Strength (Athletics) or Dexterity (Acrobatics) against your spell save DC or be grappled. If the target is grappled, it can attempt a Strength (Athletics) or Dexterity (Acrobatics) check to escape as an action on its turn. The DC to escape the sargasso strands is reduced by 1 per round as the strands start drying out and becoming brittle.

Allies can also cut a grappled creature free with a slashing weapon; the strand has damage threshold of 2 and hit points equal to 5 + your spellcasting ability modifier.

If you cast this spell while ocean water is within range, you gain advantage on your spell attack, the DC to escape is not reduced by the passage of time, and the strands have their hit points increased to 10 plus your spellcasting ability modifier.

At Higher Levels. If you cast this spell using a spell slot of 3rd or higher you may target another creature with a strand per spell slot.

Scent Mask

2nd-level abjuration, Wizard

You suppress all odor emanating from a creature you can see, unless it makes a successful Constitution saving throw. A willing creature can choose to fail the saving throw.

For the duration of the spell, the affected creature can’t be tracked or detected by scent. If the spell is cast on a creature that has an odor-based special ability, such as a troglodyte, that ability doesn’t function, but the creature can repeat the saving throw at the end of each of its turns; a successful save ends the spell.

At Higher Levels: For each spell slot used higher than 2nd level, you can affect one additional creature.

Scent of Vengeance

2nd-level transmutation (ritual)

You gain the ability to unerringly track any living creature that has directly caused injury or insult to you or to an allied creature, by that creature’s smell. This spell does not work on celestials, elementals, fiends, or undead.

You may only cast this spell at the site of the insult or injury. You can follow the scent even if the quarry swims or flies. The only way to throw you off the trail is to use teleportation magic, although you can pick up the trail again from the other side of the teleport.

Sculpt Snow

2nd-level transmutation (winter)

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

When you cast sculpt snow in an area filled with snow, you can create one Large object, two Medium objects, or four smaller objects from snow. With a casting time of 1 action, your sculptings bear only a crude resemblance to generic creatures or objects. If you increase the casting time to 1 minute, your creations take on a more realistic appearance and can even vaguely resemble specific creatures; the resemblance isn’t strong enough to fool anyone, but the creature can be recognized. The sculptures are as durable as a typical snowman.

Sculptures created by this spell can be animated with animate objects or comparable magic. Animated sculptures gain the AC, hit points, and other attributes provided by that spell. When they attack, they deal normal damage plus a similar amount of cold damage; an animated Medium sculpture, for example, deals 2d6 + 1 bludgeoning damage plus 2d6 + 1 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can sculpt one additional Large object for each slot level above 2nd. Two Large objects can be replaced with one Huge object.

Seal Mouth

2nd-level enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 hour

You target a creature within range that is capable of speech. That creature must make a Wisdom saving throw. On a failure, that creature cannot say anything insulting, critical, or otherwise defamatory or disparaging about you—if the target tries, its lips seal shut. You can end this spell at any time, and a remove curse is also effective.

See Through Other Eyes

2nd-level divination

You can look through the eyes of any living creature within range. You do not have to see the creature in order to choose it; you merely have to know where it is. You have no ability to control the creature, nor can you hear through its ears.

Serpents’ Stare

2nd-level enchantment

Casting time: 1 action

Range: 30 feet

Components: V, S, M (a shiny bauble such as a coin, gem or piece of glass)

Duration: Concentration, up to 1 hour

You fix the spell’s target with a deep, fearful stare. If the target fails a Wisdom saving throw it becomes paralyzed as long as you maintain concentration and eye contact. While maintaining eye contact with the target you have disadvantage on attacks that don’t target the victim of the spell. Anyone that attacks you has advantage on their attack. If you break concentration or eye contact for any reason, the spell ends immediately. The victim can use an action to repeat the Wisdom saving throw, ending this effect on a successful save.

Shade

2nd-level abjuration (dragon)

You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as color spray. The spell doesn’t alleviate blindness that’s already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight, those penalties don’t apply while you’re under the effect of this spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.

Shadow Bind

2nd-level illusion (bard, sorcerer, warlock, wizard)

You take control of the shadow belonging to a creature to restrain its master. Make a ranged spell attack against a creature that you can see within range, dealing 2d6 necrotic damage and grappling the target. The grappled creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check (creature’s choice) against your spellcasting DC, ending the spell if successful. You are not able to control a target’s shadow in this manner if the target is in bright light.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Shadow Bolt

2nd-level necromancy

You hurl a blast of life-sapping shadow at creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 necrotic damage and is blinded until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Shadow Conjuration

2nd-level illusion

You create a quasi-real illusion made of shadow that duplicates the effect of a conjuration cantrip or a 1st-level conjuration spell also on your spell list. The duplicated spell has its normal casting time, range, and duration when cast this way. The spell duplicated must fabricate an object or substance (such as cloudkill), summon one or more creatures (as conjure animals), or deal damage (like acid splash).

Conjuration spells that allow healing or travel (such as demiplane, gate, instant summons, maze, misty step, planar ally, or teleport), or that instantaneously create objects or bonds with creatures (such as create food and water, find steed, and heroes’ feast), can’t be duplicated with this spell. A spell also can’t be duplicated if it creates a lasting manifestation and doesn’t require concentration (such as faithful hound, floating disk, or magnificent mansion). In any case, only creatures can be affected by the shadow conjuration, so a shadow mage hand or a summoned shadow creature couldn’t manipulate objects.

Shadow conjuration always deals psychic damage, but a creature that believes in the illusion also believes the damage to be of a type appropriate to the illusion. A creature conjured with this spell has only 20 percent of its normal hit points, rounded down.

Upon initially interacting with shadow conjuration, such as being hit by its attack or included in its area, a creature is entitled to an Intelligence saving throw to recognize the conjuration’s illusory nature. A creature that fails the Intelligence saving throw acts as if the shadow conjuration is real for its duration. A creature that succeeds on the Intelligence saving throw disbelieves the illusion and sees the conjuration as wisps of shadow in the general shape or guise you intended it to have. The disbelieving creature has advantage on saving throws against the shadow conjuration and also has resistance to any damage it deals, and the conjuration has disadvantage on attack rolls against the disbeliever.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cast an allowable conjuration spell of one level lower than the slot level you use to cast the spell.

Shadow Embrace

2nd-level abjuration

You cloak yourself in swirling shadows that enclose you like a cloak and move with you. You are lightly obscured, and you can add 1d4 to your saving throws while the spell is in effect. The shadows disappear when the spell ends.

Shadow Evocation

2nd-level illusion

You create a quasi-real illusion made of shadow that duplicates the effect of an evocation cantrip or a 1st-level evocation spell also on your spell list. The duplicated spell has its normal casting time, range, and duration when cast this way.

Evocation spells that allow healing, whose effects are invisible (such as gust of wind, thunderwave, shatter, or wall of force), that rely on light (such as light, daylight, moonbeam, prismatic spray, sunbeam, or sunburst), or that use holy or unholy power (such as divine word or hallow) can’t be duplicated with this spell. A spell also can’t be duplicated if it creates a lasting manifestation and doesn’t require concentration or lasts after concentration ends (such as continual flame, contingency, forcecage, sending, telepathy, tiny hut, or wall of stone). In any case, only creatures can be affected by the shadow evocation, so a shadow resilient sphere would keep out neither energy nor objects.

Shadow evocation always deals psychic damage, but a creature that believes in the illusion also believes the damage to be of a type appropriate to the illusion.

Upon initially interacting with shadow evocation, such as being hit by its attack or included in its area, a creature is entitled to an Intelligence saving throw to recognize the spell’s illusory nature. A creature that fails the Intelligence saving throw acts as if the shadow evocation is real for its duration. A creature that succeeds on the Intelligence saving throw disbelieves the illusion and sees the evocation as wisps of shadow in the general shape or form you intended it to have. The disbelieving creature has advantage on saving throws against the shadow conjuration and also has resistance to any damage it deals, and the conjuration has disadvantage on attack rolls against the disbeliever.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cast an allowable evocation spell of one level lower than the slot level you use to cast the spell.

Shadow Puppets

2nd-level illusion (shadow)

You animate the shadow of a creature within range, causing it to attack that creature. As a bonus action when you cast the spell, or as an action on subsequent rounds while you maintain concentration, make a melee spell attack against the creature. If it hits, the target takes 2d8 psychic damage and must make a successful Intelligence saving throw or be incapacitated until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Shadow Sight

2nd-level divination

By peering into a nearby shadow, you can see out of any other shadow within 30 feet of you as if you were standing in that shadow. You are aware of all shadows you could use for this effect, even if your line of sight to them is blocked.

Shadowgrasp

2nd-level necromancy (sorcerer, warlock, wizard)

You create a floating hand made of shadow in an unoccupied space that you can see within range. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the shadowy hand. On a hit, the target takes 1d12 of necrotic damage and must make a Wisdom saving throw or be frightened of you until the end of its next turn.

As a bonus action, you can move the shadowy hand up to 20 feet and repeat the attack against a creature within 5 feet of it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the hand increases by 1d12 for every two spell slot levels above 2nd.

Shadows Brought To Light

2nd-level divination (ritual only)

If a creature you designate within range fails a Charisma saving throw, you cause the target’s shadow to come to life and reveal one of the creature’s most scandalous secrets: some fact that the target would not want widely known (GM’s choice). When casting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target’s voice, or if the secret is whispered only to you. The shadow speaks in the target’s native language.

If the target does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature’s saving throw had succeeded.

If the secret was spoken aloud, the target takes a -2 penalty to Charisma checks involving anyone who was present when it was revealed. This penalty lasts until you finish a long rest.

Ritual Focus. If you expend your ritual focus, the target has disadvantage on Charisma checks instead of taking the -2 penalty.

Shadowy Grasp

2nd-level transmutation

Level Sorcerer/Wizard 2

You transform one of your arms into a shadowy, insubstantial wisp. As a bonus action, you can extend this shadow limb up to a length of 20 feet, including around corners or squeezing through gaps as small as 1 inch. This shadow limb is insubstantial and cannot be attacked or harmed. You can push the limb through solid objects, taking 5 force damage when you do so. If the spell ends while your limb is inside a solid object, you take 5 force damage and the limb is expelled before solidifying. You cannot, however, pass through a creature with your shadow limb.

The shadow limb can sense objects, textures, and temperatures of anything it touches as if it were your normal hand. It cannot, however, manipulate or affect anything it touches. It cannot, for example, trigger a physical trap, close a door, or grab a pouch. The shadow limb cannot deliver spells with a range of touch, and it cannot be used to make melee spell attacks.

The shadow limb is obvious in bright light but difficult to see in dim light. Wisdom (Perception) checks to see this limb suffer disadvantage in dim light.

Shared Sacrifice

2nd-level evocation

You and up to five of your allies within range contribute part of your life force to create a pool that can be used for healing. Each target takes 5 necrotic damage (which can’t be reduced but can be healed normally), and those donated hit points are channeled into a reservoir of life essence. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and drawing hit points from the pool into the injured creature. The injured creature heals a number of hit points equal to your spellcasting ability modifier, and the hit points in the pool decrease by the same amount. This process can be repeated until the pool is exhausted or the spell’s duration expires.

Shark Bolt

2nd-level evocation

You create a three-foot long, glowing amber-brown shark out of magical force. The shark swims with a speed of 60 and attacks one target you can see within range. It uses your spell attack modifier to attack and on a hit, it inflicts 2d6 piercing damage. It will continue to attack the chosen target for as long as you concentrate on it; you may use a bonus action to redirect it to attack a different creature.

The shark is an object that has AC 16 and 20 hit points. If it drops to 0 hit points, the spell ends.

At Higher Levels. When you cast this spell with a slot of 3rd level or higher, you create one additional shark per spell slot above 2nd level.

Sheen of Ice

2nd-level evocation (winter)

A small icy globe shoots from your finger to a point within range and then explodes in a spray of ice. Each creature within 20 feet of that point must make a successful Dexterity saving throw or become coated in ice for 1 minute. Ice-coated creatures move at half speed. An invisible creature becomes outlined by the ice so that it loses the benefits of invisibility while the ice remains. The spell ends for a specific creature if that creature takes 5 or more fire damage.

Shifter’s Bane

2nd-level transmutation

Ranger

This spell can be cast only on the night of a full moon. For the duration of the spell, any weapon you wield is considered to be made of silver, and you have advantage on Charisma (Bluff), Wisdom (Perception), Wisdom (Insight), and Wisdom (Survival) checks that deal with or are focused on lycanthropes.

Shifting The Odds

2nd-level divination (chaos)

Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous

By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting shifting the odds is made with disadvantage.

Siege Fists

2nd-level transmutation (paladin, sorcerer, wizard)

A willing creature you touch becomes destructive.

Until the spell ends, if the creature hits a target with an unarmed strike, the hit is a critical hit.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature, for each slot level above 2nd. You can imbue a single weapon with this spell in place of two creatures.

Silver Spear

2nd-level conjuration

Components: V, S, M (a silver needle) Casting Time: 1 action Duration: Instantaneous Range: 30 ft. Area of Effect: 1 creature Saving Throw: None

You conjure a shimmering spear and throw it at one creature you can see. Make a ranged spell attack against the target creature. If it hits, the spear does 3d10 piercing damage and is treated as a silver weapon.

At Higher Levels: For each spell slot used higher than 2nd level, the spear does an additional 1d10 damage.

Sinister Surroundings

2nd-level illusion

The land within the radius around you becomes grim and dismal-feeling for the duration. The area’s appearance is not masked in anyway; it merely becomes foreboding and gloomy. Non-evil creatures are at disadvantage when saving against being frightened while in this area.

Skyhook

2nd-level evocation

You create a solid hook of force that hovers immovably in midair. You may choose to make the hook visible or invisible to everyone else but you.

The hook can support up to 30 tons of weight and can be used as a handhold or as the base of a pulley system. It is too small to be stood on, but it can hold the ropes that hold a platform. The hook cannot be harmed, although flying creatures that collide with it take 1d8 bludgeoning damage.

Sky Warning

2nd-level abjuration

Classes: ranger, sorcerer, wizard

This spell functions like an alarm spell, but its area extends 50 feet per caster level into the air, and it is triggered only by flying creatures, including creatures using levitate, feather fall, and any other magical effect that allows travel through the air.

You may set your sky warning to trigger only by the entry of flying creatures of a certain size, and you may also choose to exclude flying creatures with Intelligence 2 or lower from triggering its alarm. If you choose the latter option, the alarm is still triggered if a more intelligent creature is mounted on a flying mount with Intelligence of 2 or lower.

Sleep of the Dead

2nd-level necromancy

You cause yourself to enter a cataleptic state in which undead can’t tell you from a regular, inanimate corpse. You remain aware of your surroundings, but the spell only lasts as long as you don’t move or make any noise. If you choose to do so, you immediately break the spell.

Undead with an Intelligence of 7 or higher may attempt a Wisdom saving throw to see through the spell. Less intelligent undead are affected automatically.

You can sleep while under the effects of this spell without losing concentration upon it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one creature in addition to yourself for each spell level above 2nd.

Sleeting Slice

2nd-level conjuration

You extract water from the air, forming a blade of snow and ice frozen to your hand. When you cast this spell, and then as an action on each of your turns until the spell ends, you can use this weapon to make a melee spell attack against a creature within 5 feet. On a hit, the blade shatters, your concentration ends, and the target takes 1d6 slashing and 2d6 cold damage. In addition, each creature within 5 feet of the target (excluding you) must succeed on a Dexterity saving throw or take 1d6 piercing and 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage dealt by the initial attack and by the shards increases by 1d6 each.

Slipstream

2nd-level conjuration

When this spell is cast it creates a low-cresting wave of water that carries the target along the surface of a body of water or even along the ground. When moving across level ground, the target’s speed increases by 10 feet. If going downhill, the speed increases by 20 feet instead, but slipstream provides no movement bonus when going uphill.

While swimming, the slipstream increases the target’s swim speed by 20 feet, or if the target does not have a swim speed, this spell grants a swim speed of 20 feet.

Slither

2nd-level transmutation (shadow)

You momentarily become a shadow (a humanoid shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell’s duration. While in this form, you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to nonmagical bludgeoning, piercing, and slashing damage. You can dismiss this spell by using an action to do so.

If you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space within 50 feet big enough to hold you. If the distance is greater than 50 feet, you take an extra 1d6 force damage for every additional 10 feet traveled.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional willing creature that you touch for each slot level above 2nd.

Slur

2nd-level transmutation

You impede the speech of a creature you can see. The creature must make a Constitution saving throw. If the saving throw fails, its speech becomes slurred and imprecise; other creatures must make an Intelligence saving throw against your spell save DC to understand what the affected creature is saying. In addition, the affected creature can cast a spell with a verbal component only if it makes a successful ability check matching its spell-casting ability against your spell save DC; the spell slot is not expended if the ability check fails.

An affected creature can repeat the Constitution saving throw at the end of each of its turns. A successful save ends the effect.

Smothering Cloud

2nd-level evocation

You create a thick, roiling mass of gray clouds in a 10-foot-radius sphere around a point you can see. Creatures inside the cloud can’t breathe, and fires inside the cloud are extinguished. The cloud also prevents other air-based phenomena, such as stinking cloud spells or a troglodyte’s stench, from affecting those inside it.

You can choose to anchor this spell on a creature when you cast it. The creature must make a Constitution saving throw. If it fails, the cloud moves with it. If it succeeds, the spell is centered on a spot just behind the target.

The cloud’s area is heavily obscured. It lasts for the duration of the spell or until a wind of moderate or greater force disperses it.

Snap The Leash

2nd-level enchantment

Casting Time: 1 action Range: 30 feet Components: V, S, M (a used leash or similar object) Duration: Instantaneous

Choose a beast that you can see within range. If the beast’s Intelligence is 4 or higher, the spell fails. The beast must make a Wisdom saving throw; on a failed save, you remove the shackles of domestication from the creature’s mind, causing it to entirely forget being broken or trained.

Mounts refuse to be ridden, and other animals forget any tricks learned and obedience taught. Other memories are not affected, so creatures might remain drawn to those who have treated them kindly and aggressive toward those who have harmed them. The animal can be domesticated again, but the trainer must start from scratch.

This spell is only partly effective against animal companions, familiars, and paladin mounts. Although the spell removes any tricks such creatures know, the bond between creature and master is otherwise unaffected.

Snow Fort

2nd-level conjuration (winter)

This spell creates a simple 'fort' from packed snow. The snow fort springs from the ground in an unoccupied space within range. It encircles a 10-foot area with sloping walls 4 feet high. The fort provides half cover (+2 AC) against ranged and melee attacks coming from outside the fort.

The walls have AC 12, 30 hit points per side, are immune to cold, necrotic, poison, and psychic damage, and are vulnerable to fire damage. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, up to a maximum of 30 points.

The spell also creates a dozen snowballs that can be thrown (range 20/60) and that deal 1d4 bludgeoning damage plus 1d4 cold damage on a hit.

Song of Steel

2nd-level conjuration (Bard, Cleric, Paladin)

Choose a manufactured non-magical metal object, such as a metal weapon or suit of heavy or medium armour, that you can see within range. You cause an ethereal burning blacksmith hammer to appear and strike the metal object repeatedly. The rhythm and song of the strikes tells you the innate weaknesses in the forged metal.

On your next successful attack with bludgeoning damage, you strike the object with enough resonant force to break it, rendering it useless until repaired.

Soothing Vibrations

2nd-level enchantment

You point to a spot within range and begin humming. All aberrations, beasts, dragons, monstrosities, oozes, and plants with an Intelligence of 1 to 4 that are in a 20foot-radius of that spot must make a Wisdom saving throw. Creatures that are actively being hostile, either to you or to something else, have advantage on that roll.

Creatures who fail hear the soothing hum and become calm. They stop what they doing in order to hear the sound and will show no fear or aggression unless you or your companions attack them first. In addition, those creatures will be at disadvantage on saving throws to resist being charmed.

Soul Shield

2nd-level abjuration

You siphon some of your life force into a shimmering shield of light around yourself. Sacrifice any number of your hit points (up to your current total -1) when you cast the spell, and you immediately gain twice as many temporary hit points. You must leave yourself at least 1 “real” hit point. While any of those temporary hit points remain, you get advantage on Dexterity and Constitution saving throws. Remaining temporary hit points disappear when the spell ends. The spell ends immediately if all the temporary hit points are lost.

Spin

2nd-level enchantment [clockwork]

You designate a creature you can see within range and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. On a failed save, the creature spins in place for the duration of the spell. A spinning creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has spun for 1 round or longer becomes dizzy and has disadvantage on attack rolls and ability checks until 1 round after it stops spinning.

Speed Undead

2nd-level necromancy

You imbue a willing undead creature with unnatural speed and grace. For the duration of the spell, the undead target gains a +2 AC bonus, has advantage on Dexterity saving throws, and its speed increases by 10 feet.

At Higher Levels: For each spell slot used higher than 2nd level, you can affect one additional undead creature.

Spirit Blast

2nd-level necromancy

You sacrifice part of your life force to create a bolt of energy that you immediately hurl at a creature you can see. Sacrifice any number of hit points (up to your current total -1) and make a ranged spell attack against the target. If it hits, the bolt does radiant damage equal to the hit points you sacrificed plus 5d6.

At Higher Levels: For each spell slot used higher than 2nd level, the bolt does an additional 1d6 damage.

Spirit Cartographer

2nd-level conjuration

You summon a Tiny, corporeal creature from the Plane of Law that accurately maps any area you traverse. Its attributes are identical to a sprite’s, except it has Perception +8 and passive Perception 18. In combat, it always takes the Dodge action and never attacks.

The spirit cartographer hovers above the person who summoned it and can see anything you see (plus a bit more, sometimes). Whenever you pass within 5 feet of a secret door, a concealed panel (including trapdoors on the floor and ceiling), or another feature that can be detected with sharp senses, the GM makes a Wisdom (Perception) check to determine whether the spirit cartographer notices the feature and records it on the map. Because it remains completely silent at all times, characters won’t know about these “extras” until they take the time to examine the spirit’s map.

The spirit vanishes and the spell ends if the spirit is reduced to 0 hit points. The map the spirit has drawn remains.

Splinter Wood

2nd-level transmutation

You cause a wooden object, including trees, of Medium-size or smaller to violently explode. All creatures within 30 feet must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed saving throw, or half as much on a successful one. If the wooden object is held by a creature (such as a spear or quarterstaff), the creature who is holding it may not attempt to make a saving throw to avoid damage, but must make a Constitution saving throw or be blinded for 1 minute due to flying splinters (if the creature is wearing something over its eyes, such as a full-face helmet, it is immune).

Spy My Shadow

2nd-level transmutation

You bring your shadow to life as a tenebrous spy that can slip under doors, between shutters, and through the narrowest of cracks. You can stretch your shadow up to ten times your height and move it as you desire. It remains two-dimensional and cannot interact with physical objects. You can spy through your shadow’s eyes and ears as if they were your own, but magically enhanced senses do not work through this spell. You can utilize the Stealth skill normally if trying to keep your shadow’s presence a secret: it gains advantage on Dexterity (Stealth) checks in dim lighting but disadvantage on Dexterity (Stealth) checks in brightly lit areas.

Stench of Death

2nd-level transmutation

A pungent odor surrounds you. Beasts with an Intelligence of 3 or lower will not approach within 20 feet of you for the duration of the spell, unless they are eaters of carrion.

Stench Of Rot

2nd-level necromancy

Choose one creature you can see within range that isn’t a construct or an undead. The target must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, the target reeks of death and rot, and nothing short of magic can mask or remove the smell.

The target has disadvantage on all Charisma checks and on Constitution saving throws to maintain concentration on spells. A creature with the Keen Smell trait, or a similar trait indicating the creature has a strong sense of smell, can add your spellcasting ability modifier to its Wisdom (Perception) or Wisdom (Survival) checks to find the target.

A remove curse spell or similar magic ends the spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.

Sticky Tongue

2nd-level transmutation

You transform the tongue of a willing creature so it becomes long and sticky, like the tongue of a frog.

For the duration, the creature can use a bonus action to make a melee weapon attack against one target within 10 feet. If the attack hits, the target is grappled. The tongue can grapple only one creature at a time, and a creature using its tongue to maintain a grapple can’t speak or attack anything else with its tongue.

The grappled target can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC to escape.

At Higher Levels: When you cast sticky tongue with a 3rd-level or higher spell slot, you can affect one additional creature for each slot level above 2nd.

Stone Flame

2nd-level transmutation

You point at an open flame no larger than a torch, and the flame turns into a cool but brightly-glowing orange stone in the shape of the flame. It can then be picked up and carried without harm, although it remains attached to the torch if that was the source of the flame. When the spell expires, the stone reverts to flame. If the stone is shattered, it extinguishes the flame.

Surge of Chaos

2nd-level transmutation (sorcerer)

When you are forced to roll on the wild magic table, you can use your reaction to reroll on the table after seeing the result of your first roll. You must take the second result.

Swift Mount

2nd-level transmutation

You touch a trained riding beast or monstrosity that has an Intelligence of 5 or less, and its movement is doubled for the duration of the spell. If you overload the animal, it automatically cancels this spell. When this spell expires, the beast gains four levels of exhaustion.

Swirling Leaves

2nd-level abjuration Ranger

You surround yourself with swirling leaves that lightly obscure you for the spell’s duration.

Sylvan Shield

2nd-level abjuration

Classes Bard, Paladin, Sorcerer, Warlock

A shimmering field of translucent silver energy appears in the air in front of you, granting you a +2 bonus to AC. In addition, your beauty is supernaturally enhanced when viewed through the shield. Any creature that attacks you while this spell is active must succeed on a Charisma saving throw versus your spell save DC or take disadvantage on its attack roll. Creatures that are immune to charms automatically succeed on this saves, but you still retain the +2 AC bonus against them.

T

Taunt

2nd-level enchantment

You call out insults and challenges that irritate and enrage nearby creatures, forcing them to direct all their attacks against you. Each enemy humanoid within 30 feet must make a Wisdom saving throw. If the saving throw fails, it can’t move away from you and any attack it makes or offensive spell it casts must include you as one of the targets. At the end of each of its turns, an affected humanoid can repeat the saving throw; a successful save ends the effect on that creature.

Temper Weapon

2nd-level transmutation (Cleric, Paladin)

You cause any metal weapon you touch to glow red-hot. Successful attacks made with this weapon will do an extra 2d8 fire damage. Until the spell ends, the wielder of the weapon also has resistance to fire damage.

When the spell ends, the weapon becomes ice cold for 1 minute and deals an extra 1d8 cold damage.

Thorn Cage

2nd-level conjuration

Thick vines studded with sharp thorns spring from the ground around a target of your choice. The target must succeed on a Strength saving throw or be restrained by the thorny vines until the spell ends. A creature restrained by the vines can use its action to make a Strength check against your spell save DC. Doing so causes the creature to take 2d6 piercing damage from the thorns.

On a successful check, it frees itself.

Thorn Snare

2nd-level transmutation

You cause a dense thicket to grow instantly. The thicket is 3 feet tall, covers 100 square feet of ground, and must be at least 5 feet wide at every point. (A simple way to think of this is four squares, each 5-by-5 feet horizontally and 3 feet high.) The thicket must be continuous; no portion of it can be separate from the rest. The thicket is difficult terrain to move through. The first time a creature moves in the thicket each turn, it must make a successful Dexterity saving throw or take 1d6 piercing damage from thorns.

Thunderball

2nd-level evocation

An explosion of lightning and crash of thunder erupts for a point you choose within range. All creatures within 20 feet of that point must make a Constitution saving throw. A creature takes 1d6 lightning damage and 1d6 thunder damage and is deafened for 1 minute on a failed saving throw, or takes half as much damage and is deafened for 1 round on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 lightning and 1d6 thunder damage for each slot level above 2nd.

Thunderous Charge

2nd-level evocation

A crackle of energy sparks around your feet as you step forward, transforming you into a bolt of lightning. You launch in a straight line up to 20 feet in a direction you choose. If your trajectory would cause you to enter a space occupied by a creature or solid object, you ricochet off of it rather than moving through its space, and can choose another direction to use your remaining movement granted by this spell. The first time you ricochet off a creature during this movement, it must make a Strength saving throw, and on a failed save, takes 2d6 thunder damage and is knocked prone.

At the end of your movement, a sudden boom of energy causes a sonic wave to propagate in a 15-foot cone in the direction you were last traveling, originating from in front of you. Each creature within this area must succeed on a Constitution saving throw or become deafened and pushed 10 feet away from you.

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

Thunderous Stampede

2nd-level transmutation (labyrinth)

Casting Time: 1 bonus action Range: Self (30-foot radius) Components: V Duration: Instantaneous

This spell acts as thunderous charge, but affecting up to three targets within range, including yourself. A target other than you must use its reaction to move and attack under the effect of thunderous stampede.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance your targets can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 2nd.

Tidal Manipulation

2nd-level evocation (druid, sorcerer, warlock, wizard)

This spell creates a gravitational effect similar to the moon’s effect on tides. You can create your choice of low tide or high tides in an area up to a 1-mile radius from the point you designate. A low tide strands vessels and reduces flooding in the area, while a high tide might create flooding in an area. Vessels in a low tide are gently lowered to the seabed and take no damage.

You can use this spell to reduce the height of the wall created by the tsunami spell by 50 feet. This also reduces the damage dealt by the wall by 1d10.

Time Step

2nd-level conjuration (temporal)

You briefly step forward in time. You disappear from your location and reappear at the start of your next turn in a location of your choice that you can see within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the time you’re missing, and you aren’t aware of anything that happens during that time.

Timely Distraction

2nd-level evocation (chaos)

Casting Time: 1 action Range: 25 feet Components: V, S, M (a handful of sand or dirt thrown in the air) Duration: 3 rounds

You call forth a swirling, crackling wave of constantly shifting pops, flashes, and swept-up debris. This chaos can confound one creature. If the target gets a failure on a Wisdom saving throw, roll a d4 and consult the following table to determine the result. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the spell ends when its duration expires.

d4 Effect
1 Blinded
2 Stunned
3 Deafened
4 Prone

Tiny Teraform

2nd-level transmutation (druid, ranger, wizard)

You touch the ground beneath you and cause it to vibrate. Each creature in a 20-foot cube below the ground’s surface must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and has its movement speed halved until the end of its next turn on a failed save, or half as much damage on a successful one.

You briefly learn the location of each creature that takes damage from this spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Toughened Bones

2nd-level transmutation

This spell increases the durability of bones, giving the warded creature resistance to all bludgeoning damage from nonmagical sources.

The material component of this spell is a bone from an ogre, gnoll, or giant, wrapped in platinum wire, worth at least 50 gp.

Track

2nd-level divination (ritual) (druid, ranger)

You are able to identify the tracks made by a creature if you possess one thing that belonged to the creature. You also gain advantage on Wisdom based skill checks related to the target for the duration.

Track Ship

2nd-level divination

In order to cast this spell, you must have a piece of the ship you wish to track. Merchants often preserve slivers from their trade ships specifically for this purpose. You also need a nautical chart.

When you cast this spell, an icon of the targeted ship appears on the nautical chart. The icon moves as the ship moves for the duration of the spell. If the ship is not within the area delineated by the chart, the spell fails. If the ship is reduced to 0 hit points, its icon changes from a ship to a skull and crossbones.

Travel Tent

2nd-level conjuration (ritual)

You touch an ordinary, properly pitched canvas tent to create a space where you and a companion can sleep in comfort. From the outside, the tent appears normal, but inside it has a small foyer and a larger bedchamber. The foyer contains a writing desk with a chair; the bedchamber holds a soft bed large enough to sleep two, a small nightstand with a candle, and a small clothes rack. The floor of both rooms is a clean, dry, hard-packed version of the local ground. When the spell ends, the tent and the ground return to normal, and any creatures inside the tent are expelled to the nearest unoccupied spaces.

At Higher Levels. When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged.

With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen. With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies). With a 6th-level slot, a third room is added that has three two-person beds. With a slot of 7th level or higher, the dining area and second sleeping area can each accommodate eight persons.

Treasure Chasm

2nd-level enchantment (dragon)

You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch.

An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes damage from you or one of your allies.

Creatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot.

Tree Running

2nd-level transmutation

One willing creature you touch gains a climbing speed equal to its walking speed. This climbing speed functions only while the creature is in contact with a living plant or fungus that’s growing from the ground. The creature can cling to an appropriate surface with just one hand or with just its feet, leaving its hands free to wield weapons or cast spells. The plant doesn’t give under the creature’s weight, so the creature can walk on the tiniest of tree branches, stand on a leaf, or run across the waving top of a field of wheat without bending a stalk or touching the ground.

Tremorsense

2nd-level divination

You gain tremorsense, enabling you to detect moving creatures that are in contact with the ground (or other solid or liquid surroundings) within 30 feet of your location. You must be on the ground (or in contact with the same liquid or solid) for the ability to work. Creatures detected this way can be “seen” as clearly as if you were using your eyes.

Trench

2nd-level transmutation

By making a scooping gesture, you cause the ground to slowly sink in an area 5 feet wide and 60 feet long, originating from a point within range. When the casting is finished, a 5-foot-deep trench is the result.

The spell works only on flat, open ground (not on stone or paved surfaces) that is not occupied by creatures or objects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the width of the trench by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.

Trip

2nd-level conjuration

Classes Bard, Sorcerer, Warlock, Wizard

The caster designates a target just as it begins to move on its turn, and a small invisible force wraps up the target’s legs, threatening to throw it off balance. The target must succeed on a Dexterity saving throw or fall prone. After falling prone, the target may then continue its move as normal (though it must pay the standard movement penalty to stand up).

True Bearing

2nd-level divination

You can pinpoint the direction from your current location to a familiar landmark or geographical site. The target must be a location you have actually visited and it must be on the same plane. The target must be a location, not an object or creature, and it cannot be screened from divination. If this spell is cast at least 1 mile away from land, its duration is increased to four hours.

True Strike, Mass

2nd-level divination

Up to four creatures of your choice within range have advantage on attack rolls until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose two additional targets for each slot level above 2nd.

Twisting Thrust

2nd-level divination

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

Your weapon attacks score a critical hit on a roll of 19 or 20. When you score a critical hit with a weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

U

Undead Alteration

2nd-level illusion

You give one undead creature you touch the appearance of a skeleton or a zombie. A creature that uses its action to investigate the monster can determine its true nature with an Intelligence (Investigation) check against your spell save DC.

Undertow

2nd-level evocation

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 50 ft. Area of Effect: Cube, 20 ft. square Saving Throw: Strength negates effect

You create a powerful undertow in a 20-foot cube centered on a point you can see. Any creature swimming in the area must make a successful Strength saving throw or be pulled underwater and restrained. A creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC; it breaks free from the restraint if the check succeeds, but it becomes restrained again if it’s still in the undertow at the end of its turn.

Undetectable Charm

2nd-level abjuration

One magical charm effect on one creature you can see becomes undetectable by magical means, such as detect magic.

Unholy Defiance

2nd-level necromancy

Until the spell ends, undead creatures within range have advantage on saving throws against effects that turn undead. If an undead creature within this area has the Turning Defiance trait, that creature can roll a d4 when it makes a saving throw against an effect that turns undead and add the number rolled to the saving throw.

Universal Potion

2nd-level transmutation

You drink a potion, combining the effect of the potion with your own magic, and affect yourself as though you had drunk a different potion. You can produce the effects of any common or uncommon potion.

At Higher Levels. If you use a 3rd-level spell slot, you produce the effects of any rare potion. If you use a 5th-level spell slot, you produce the effects of any very rare potion.

Unseat Hand

2nd-level transmutation (ritual) (wizard)

You sever a hand from your body and grant it sentience. Your hand becomes a crawling claw with the creature’s game statistics, except that it gains proficiency in the sleight of hand and stealth skills, and has advantage on checks made with these skills (the GM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally command it if the crawling claw is within 1 mile of you. You decide what action the crawling claw will take and where it will move during its next turn, or you can issue a general command. If you issue no commands, the crawling claw only defends itself against hostile creatures. Once given an order, the crawling claw continues to follow it until its task is complete.

You can use a bonus action to reattach the crawl claw to your body, returning your hand to normal. The crawling claw is under your control for 24 hours, after which you must reattach it to your body or it dies. If the crawling claw dies by any means, it cannot be reattached to your body unless by magical means (such as a regenerate spell).

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the crawling claw is under your control for 10 days. If you use a spell slot of 6th level or higher, the crawling claw is under your control for 90 days. If you use a spell slot of 8th level or higher, the crawling claw is under your control for a year and 1 day.

Unseen Arrow

2nd-level illusion

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, becomes invisible. You make that ranged attack at advantage. No matter what, if you are an unseen attacker, you do not lose the benefits of being an unseen attacker on a hit or miss.

The piece of ammunition or weapon then returns to its normal form.

Unseen Vespid

2nd-level conjuration

Casting Time: 1 bonus action

Range: 30 ft.

Components: V, S

Duration: 1 round

You create an invisible, tiny wasp-shaped force that carries with it necrotic energy in an unoccupied space you can see within range. Before the end of your next turn, you can use your action to have this tiny force move 30 feet. As part of that movement, you can have the wasp attempt to sting a creature within 5 ft. of it. Make a ranged spell attack against a target creature within 5 ft. of the wasp, at advantage. On a hit, that creature takes 4d4 necrotic damage.

Any creature that takes any damage from this spell takes 1d4 necrotic damage at the start of each of its turns for 1 minute and cannot regain hit points during this time.

A lesser restoration or remove curse ends this effect.

At Higher Levels. When you cast this spell using a spell slot 3rd Level of or higher, the damage of botht he attack and the damage a creature takes at the start of its turn increases by 1d4 for every slot level above the 2nd.

V

Venomous Blade

2nd-level transmutation

You magically cover one bladed weapon or three projectile or thrown weapons with a deadly contact poison. This poison remains effective for three successful strikes on a blade, or for one use each on a missile.

Each blow inflicts an additional 2d6 poison damage, and the target must make a Constitution saving throw or be poisoned for 1 minute.

At Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you may use the blade for one additional strike, or poison one additional missile, for each slot level above 2nd.

Vigil of Enlightenment

2nd-level divination Paladin

Components: V Casting Time: 8 hours Duration: Instantaneous Range: Self Area of Effect: Self Saving Throw: None

After kneeling in unceasing prayer for eight hours, you are granted a vision of what your deity would have you do.

The vision granted may be symbolic or simply obscure; you must demonstrate your wisdom by interpreting the vision correctly. For example, a vision of a beggar huddled before a crumbling, forgotten tower on a windswept heath may be symbolic of a disgraced noble bloodline that you should aid, or it might be a vision of a physical tower to which you must journey.

A vigil of enlightenment is often expected as atonement from paladins who have shown cowardice, weakness in devotion, laxity in duty, or who have disappointed their deity or their order in any other way. But it is also useful to those who face difficult trials, who don’t know how to proceed on a challenging quest, or who simply want a new “mission” to further the interest of the sometimes inscrutable entity they serve.

Although you can cast vigil of enlightenment again before completing an errand shown to you previously, doing so is considered ungrateful and a sign of weak faith.

Vine Trestle

2nd-level conjuration (ritual only)

You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (such as the ground or a wall), and it is strong enough to support 600 pounds of weight along its entire length. The vine collapses immediately if that 600-pound limit is exceeded.

A vine that collapses from weight or damage instantly disintegrates.

The vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, hit points equal to 5 × your spellcasting level, and a damage threshold of 5.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the vine can support an additional 30 pounds, and its damage threshold increases by 1 for each slot level above 2nd.

Ritual Focus. If you expend your ritual focus, the vine is permanent until destroyed or dispelled.

Virtue’s Curse

2nd-level transmutation

You lay a curse upon your target that reveals itself when they perform a good act such as healing or curing disease, showing kindness, acts of generosity or mercy, or other conduct that shows the virtues of being a good person.

When performing such an act, the cursed subject suffers 1 point of necrotic damage and must make a Constitution saving throw or be poisoned for 1d6 rounds, as a cold sweat breaks out over their body, and sharp pains jab their heart as though a fiend were within their chest, stabbing around with a hot poker. The damage cannot be averted by any form of energy resistance or damage reduction, though the Fortitude save can be modified with any spell that improves saving throws. The curse can be removed with dispel magic, remove curse, or wish.

Vomit Swarm

2nd-level conjuration

You vomit forth a swarm of insects that attacks all other creatures within its area. The swarm begins in one of the squares adjacent to you, but if no living creatures are within its area, it moves in one direction of your choosing at its normal speed.

You can move the swarm or change the swarm’s direction by spending a bonus action to concentrate on the swarm, otherwise it continues moving in its current direction.

Vomit Tentacles

2nd-level transmutation

Casting Time: 1 action Range: Self Components: V, S, M (a piece of a tentacle) Duration: 5 rounds

Your jaws distend and dozens of thin, slimy tentacles emerge from your mouth to grasp and bind your opponents. Make a melee spell attack against a foe within 15 feet of you. On a hit, the target takes bludgeoning damage equal to 2d6 + your Strength modifier and is grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained and it takes the same damage at the start of each of your turns. You can grapple only one creature at a time.

The Armor Class of the tentacles is equal to yours. If they take slashing damage equal to 5 + your Constitution modifier from a single attack, enough tentacles are severed to enable a grappled creature to escape. Severed tentacles are replaced by new ones at the start of your turn. Damage dealt to the tentacles doesn’t affect your hit points.

While the spell is in effect, you are incapable of speech and can’t cast spells that have verbal components.

W

Wall of Privacy

2nd-level abjuration

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M* (a black silken cloth)

Duration: 1 hour

You create a wall of opaque, illusory darkness that blocks sound and light. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall lasts for the duration.

No sound or light can pass through the wall.

You can end this spell at any time before its duration ends.

Wall Walk

2nd-level transmutation

Casting Time: 1

Range: Touch

Saving Throw: Wisdom

Components: V, S, M

Duration: Concentration, up to 1 hour

The spell allows the caster or recipient to walk on walls (but not ceilings or other upside-down surfaces) as if they were normal ground. The recipient can walk, run, charge, or otherwise move across the surface as if it were normal ground.

Their movement rate is normal.

Warding Rune Against the Dead

2nd-level abjuration (ritual)

You scribe a complicated rune on a surface, whether by drawing with ashes, carving with a knife, or tracing with blood.

This rune has no special visual qualities, though a DC 13 Intelligence (Arcana) check allows someone to recognize its actual power. When an undead creature approaches within 10 feet of the rune, it begins to glow with an awful, blood-red light. This provides dim illumination for 10 feet around the rune. An undead creature must succeed on a Wisdom saving throw to enter the illuminated area. An undead that does enter the area or starts its turn there takes 4d6 radiant damage. If the rune is defaced or the surface it is on is destroyed or moved from its original spot, the spell immediately ends.

Because the rune barricades a small spherical area, it is most frequently used to bar passage by undead in narrow hallways or through doors or windows.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage inflicted in the rune’s light increases by 1d6 per spell level.

Warning Shout

2nd-level divination

You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gains advantage on its initiative roll.

Weapon Shift

2nd-level transmutation

You change one hand-held, nonmagical weapon into an entirely different one that you are proficient in. The weapon’s material remains the same (you cannot turn a wooden club into a steel sword, for instance). You cannot give this weapon to anyone else to use.

Weiler’s Ward

2nd-level conjuration

You create four small orbs of faerie magic that float around your head and give off dim light out to a radius of 15 feet.

Whenever a Large or smaller enemy enters that area of dim light, or starts its turn in the area, you can use your reaction to attack it with one or more of the orbs. The enemy creature makes a Charisma saving throw. On a failed save, the creature is pushed 20 feet directly away from you, and each orb you used in the attack explodes violently, dealing 1d6 force damage to the creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by one for each slot level above 2nd.

Whispers

2nd-level divination (ritual)

Casting Time: 1 action

Range: 300 feet

Components: V, S

Duration: Concentration, up to 10 minutes

You direct the breezes to carry the sounds of distant conversation to you. You can hear what any speaking creature you can see within range as clearly as if they were right next to you.

Whispers of Hellfire

2nd-level evocation (warlock)

With a wave of your hand, you imbue a creature with hellish energy at the moment it dies. Using your reaction when a creature dies within range, you cause its corpse to explode in a ball of fire. Each creature in a 15-foot-sphere centered on the corpse must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Willful Transformation

2nd-level transmutation

For the duration of the spell, you can use your Wisdom score and modifier in place of your Strength, Dexterity, or Constitution score and modifier. Choose which ability score will be replaced when you cast the spell.

Winter Bloom

2nd-level transmutation (ritual)

You caress the empty stalk of a plant and whisper a few sibilant words, encouraging it to suddenly bloom.

You can affect any single plant (a single stalk of grain, a flower, a vine of beans or squashes, a fruiting ground plant, and so on). The plant immediately blossoms, sprouting flowers, fruit, beans, roots, or leaves, as appropriate. A single plant generates enough matter to feed up to five people for one meal. The seeds, if any, can also be replanted. This effect is a tremendous shock to the plant’s system.

The plant must make a DC 10 Constitution saving throw. If it fails, the plant dies shortly after sprouting; the harvest is edible but the plant is a total loss. (A typical plant has a Constitution modifier anywhere from –1 for a small, weather-sensitive plant to +4 for a large, hardy tree.) This spell has no effect on a plant that is already in bloom, even if its fruits have been harvested; typically, a plant can’t benefit from this spell more than once per month, and is already in natural bloom during spring and summer. This spell also doesn’t affect creatures of the plant type, animated plants, or undead plants.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the plant produces enough to feed another three people per spell level.

Wisdom of the Divine

2nd-level divination

For the duration of the spell, one willing creature you touch can add 1d4 to its Wisdom checks and Wisdom saving throws. In addition, the creature has one additional 1st-level spell slot, which it can use to cast divine spells.

Wolfjaws

2nd-level transmutation

You transform your hand into a pair of powerful, wolf-like jaws. You use your spell attack modifier to attack. On a hit, you inflict 2d8 + your Strength modifier in piercing damage and, if you choose, the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the target is restrained and you can’t bite another target.

At the beginning of each of your turns, you inflict an additional 1d8 piercing damage for as long as the grapple remains in effect.

Wolf’s Hearing

2nd-level transmutation

For the duration of the spell, your hearing sharpens so that you have advantage on Wisdom (Perception) checks that rely on hearing.

Wolf’s Howl

2nd-level enchantment

You howl like a wolf, frightening beasts within 50 feet of you. Roll 8d8; the result is how many hit points of beasts can be affected by the spell. Beasts with 1 hit die must be affected first, then beasts with 2 hit dice, then 3 hit dice, and so on. Within that restriction, you choose the order that beasts are affected.

Each beast affected by the spell becomes frightened until the start of your next turn, and must spend its turn moving as far away from you as it can.

Wondrous Laughter

2nd-level enchantment

Laughter is the best medicine! You can attempt to make a creature of your choice within range perceive everything as wholeheartedly funny and be forced to laugh at everything around them. This creature must succeed on a Wisdom saving throw or begin boisterously laughing for the duration. A will creature can choose to fail this saving throw. A creature with an Intelligence score of 4 or less isn’t affected.

An affected creature cannot take actions for the duration. At the start of each of its turns, the creature regains 1d6 + your spellcasting modifier hit points.

Worm’s Grace

2nd-level necromancy

The subject becomes clumsy and less coordinated. If it fails a Wisdom save, the subject suffers an enhancement penalty to Dexterity of 1d4+1 points, subtracting the usual benefits normally gained by her dexterity modifier.

The material component of this spell is a live worm.

Wound Reading

2nd-level divination (ritual)

Components: V, S Casting Time: 1 action Duration: Instantaneous Range: Touch Area of Effect: 1 wound Saving Throw: None

By touching a willing, wounded creature, you gain a mental image of what inflicted the injury (a specific person, monster, trap, and so on). If the victim didn’t see what wounded him or her, you must make a successful DC 10 Wisdom (Medicine) check to gain specific information; if the check fails, you learn only the general type of the attacker (beast, fiend, monstrosity, etc.).

Wresting Wind

2nd-level evocation

By blowing a pinch of confetti from your cupped hand, you create a burst of air that can rip weapons and other items out of the hands of your enemies. Each enemy in a 20-foot radius centered on a point you target within range must make a successful Strength saving throw or drop anything held in its hands. The objects land 10 feet away from the creatures that dropped them, in random directions

Wyvern Watch

2nd-level evocation

You create a cloud of mauve smoke in roughly the shape of a wyvern, which you set to guard an area. If a creature of Small size or larger approaches within 10 feet, the wyvern strikes and the creature must make a Dexterity saving throw or be paralyzed for 1 minute.

As soon as a creature has succumbed to the wyvern’s attack, or when 12 hours has passed, the wyvern will dissipate.

Zone of Deception

2nd-level enchantment

You create a magical zone that guards against the truth in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak the truth while in the radius.

You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it doesn’t want to lie. Such a creature can hint at the truth as long as the bulk of its statement is a lie.

Alter Self

2nd-level transmutation

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Animal Messenger

2nd-level enchantment (ritual)

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Arcane Hacking

2nd-level transmutation (technomagic)

You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system.

This spell also allows you to break 2nd level and lower protective spells such as Arcane Lock or Glyph of Warding by making an Intelligence check using hacking tools against the spell save DC of the spell’s caster.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell’s level is equal to or less than the level of the spell slot you used.

Arcane Lock

2nd-level abjuration

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.

You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses Arcane Lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

Augury

2nd-level divination (ritual)

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Barkskin

2nd-level transmutation

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

Beast Sense

2nd-level divination (ritual)

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Blindness/Deafness

2nd-level necromancy

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Blur

2nd-level illusion

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Borrowed Knowledge

2nd-level Divination

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

Branding Smite

2nd-level evocation

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Calm Emotions

2nd-level enchantment

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Spell Lists. Bard, Cleric

Cloud of Daggers

2nd-level conjuration

Casting Time: 1 action Range: 60 feet Components: V, S, M (a sliver of glass) Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Continual Flame

2nd-level evocation

Casting Time: 1 action Range: Touch Components: V, S, M (ruby dust worth 50 gp, which the spell consumes) Duration: Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Spell Lists. Artificer, Cleric, Druid, Wizard

Cordon of Arrows

2nd-level transmutation

Casting Time: 1 action Range: 5 feet Components: V, S, M (four or more arrows or bolts) Duration: 8 hours

You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Spell Lists. Ranger

Crown of Madness

2nd-level enchantment

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

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Darkness

2nd-level evocation

Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Spell Lists. Sorcerer, Warlock, Wizard

Darkvision

2nd-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (either a pinch of dried carrot or an agate) Duration: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Spell Lists. Artificer, Druid, Ranger, Sorcerer, Wizard

Detect Thoughts

2nd-level divination

Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

Spell Lists. Bard, Sorcerer, Wizard

Digital Phantom

2nd-level abjuration (technomagic)

Casting Time: 1 action Range: Self Components: V, S, M (a small piece of copper wire) Duration: Concentration, up to 1 hour

This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.

Spell Lists. Sorcerer, Warlock, Wizard

Dragon's Breath

2nd-level transmutation

Casting Time: 1 bonus action Range: Touch Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Spell Lists. Sorcerer, Wizard

Dust Devil

2nd-level conjuration

Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of dust) Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Spell Lists. Druid, Sorcerer, Wizard

Earthbind

2nd-level transmutation

Casting Time: 1 action Range: 300 feet Components: V Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.

Spell Lists. Druid, Sorcerer, Warlock, Wizard

Enhance Ability

2nd-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (fur or a feather from a beast) Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Spell Lists. Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

Enlarge/Reduce

2nd-level transmutation

Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Spell Lists. Artificer, Bard, Druid, Sorcerer, Wizard

Enthrall

2nd-level enchantment

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

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Spell Lists. Bard, Warlock

Find Steed

2nd-level conjuration

Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with each other telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Spell Lists. Paladin

Find Traps

2nd-level divination

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

You sense the presence of any trap within range that is within line of sight.

A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Spell Lists. Cleric, Druid, Ranger

Find Vehicle

2nd-level conjuration (technomagic)

Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: 8 hours

You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice in origin). The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille.

You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.

If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.

You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM's approval.

Spell Lists. Paladin, Sorcerer, Warlock, Wizard

Flame Blade

2nd-level evocation

Casting Time: 1 bonus action Range: Self Components: V, S, M (a leaf of sumac) Duration: Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Spell Lists. Druid, Sorcerer

Flaming Sphere

2nd-level conjuration

Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Spell Lists. Druid, Sorcerer, Wizard

Flock of Familiars

2nd-level conjuration

Casting Time: 1 minute Range: Touch Components: V, S Duration: Concentration, up to 1 hour

You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.

Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.

When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.

Spell Lists. Warlock, Wizard

Fortune's Favor

2nd-level divination (dunamancy)

Casting Time: 1 minute Range: 60 feet Components: V, S, M (a white pearl worth at least 100 gp, which the spell consumes) Duration: 1 hour

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Spell Lists. Wizard (Dunamancy)

Gentle Repose

2nd-level necromancy (ritual)

Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration) Duration: 10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.

Spell Lists. Cleric, Paladin, Wizard

Gift of Gab

2nd-level enchantment

Casting Time: 1 reaction, which you take when you speak to another creature Range: Self Components: V, S, M (2 gold coins, which is consumed as tax for using the spell) Duration: Instantaneous

When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

Spell Lists. Bard, Wizard

Gust of Wind

2nd-level evocation

Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Spell Lists. Druid, Ranger, Sorcerer, Wizard

Healing Spirit

2nd-level conjuration

Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.

Spell Lists. Druid, Ranger

Heat Metal

2nd-level transmutation

Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of iron and a flame) Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Spell Lists. Artificer, Bard, Druid

Hold Person

2nd-level enchantment

Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. 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 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Spell Lists. Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Immovable Object

2nd-level transmutation (dunamancy:graviturgy)

Casting Time: 1 action Range: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Duration: 1 hour

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

Spell Lists. Wizard (Graviturgy)

Invisibility

2nd-level illusion

Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Spell Lists. Artificer, Bard, Sorcerer, Warlock, Wizard

Jim's Glowing Coin

2nd-level enchantment

Casting Time: 1 action Range: 60 feet Components: S, M (a coin, 2 gold coins, which is consumed as tax for using the spell) Duration: 1 minute

When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

Spell Lists. Wizard

Kinetic Jaunt

2nd-level Transmutation

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

You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:

Your walking speed increases by 10 feet. You don't provoke opportunity attacks. You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Spell Lists. Artificer, Bard, Sorcerer, Wizard

Knock

2nd-level transmutation

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

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Spell Lists. Bard, Sorcerer, Wizard

Lesser Restoration

2nd-level abjuration

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

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Spell Lists. Artificer, Bard, Cleric, Druid, Paladin, Ranger

Levitate

2nd-level transmutation

Casting Time: 1 action Range: 60 feet Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) Duration: Concentration, up to 10 minutes

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Spell Lists. Artificer, Sorcerer, Wizard

Locate Animals or Plants

2nd-level divination (ritual)

Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Instantaneous

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Spell Lists. Bard, Druid, Ranger

Locate Object

2nd-level divination

Casting Time: 1 action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Spell Lists. Bard, Cleric, Druid, Paladin, Ranger, Wizard

Magic Mouth

2nd-level illusion (ritual)

Casting Time: 1 minute Range: 30 feet Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) Duration: Until dispelled

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Spell Lists. Artificer, Bard, Wizard

Magic Weapon

2nd-level transmutation

Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Spell Lists. Artificer, Paladin, Ranger, Sorcerer, Wizard

Maximillian's Earthen Grasp

2nd-level transmutation

Casting Time: 1 action Range: 30 feet Components: V, S, M (a miniature hand sculpted from clay) Duration: Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Spell Lists. Sorcerer, Wizard

Melf's Acid Arrow

2nd-level evocation

Casting Time: 1 action Range: 90 feet Components: V, S, M (powdered rhubarb leaf and an adder’s stomach) Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Spell Lists. Wizard

Mental Barrier

2nd-level abjuration

Casting Time: 1 reaction, which you take when you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw Range: Self Components: V Duration: 1 round

You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

Spell Lists. Sorcerer, Warlock, Wizard

Mind Spike

2nd-level divination

Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Spell Lists. Sorcerer, Warlock, Wizard

Mind Thrust

2nd-level enchantment

Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 round

You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Spell Lists. Sorcerer, Warlock, Wizard

Mirror Image

2nd-level illusion

Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Misty Step

2nd-level conjuration

Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Spell Lists. Sorcerer, Warlock, Wizard

Moonbeam

2nd-level evocation

Casting Time: 1 action Range: 120 feet Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Spell Lists. Druid

Nathair's Mischief

2nd-level Illusion

Casting Time: 1 Action Range: 60ft Components: S, M (a piece of crust from an apple pie) Duration: Concentration, up to 1 minute

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.

Mischievous Surge

d4 Effect
1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.

Spell Lists. Bard, Sorcerer, Wizard

Nystul's Magic Aura

2nd-level illusion

Casting Time: 1 action Range: Touch Components: V, S, M (a small square of silk) Duration: 24 hours

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Spell Lists. Wizard

Pass Without Trace

2nd-level abjuration

Casting Time: 1 action Range: Self Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Spell Lists. Druid, Ranger

Phantasmal Force

2nd-level illusion

Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Spell Lists. Bard, Sorcerer, Wizard

Prayer of Healing

2nd-level evocation

Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Spell Lists. Cleric, Paladin

Protection from Poison

2nd-level abjuration

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

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Spell Lists. Artificer, Cleric, Druid, Paladin, Ranger

Pyrotechnics

2nd-level transmutation

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

Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.

Spell Lists. Bard, Sorcerer, Wizard, Artificer

Ray of Enfeeblement

2nd-level necromancy

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Spell Lists. Warlock, Wizard

Rime's Binding Ice

2nd-level Evocation

Casting Time: 1 Action Range: Self (30-foot cone) Components: S, M (a vial of meltwater) Duration: Instantaneous

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.

Spell Lists. Sorcerer, Wizard

Rope Trick

2nd-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (powdered corn extract and a twisted loop of parchment) Duration: 1 hour

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

Spell Lists. Artificer, Wizard

Scorching Ray

2nd-level evocation

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

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Spell Lists. Sorcerer, Wizard

See Invisibility

2nd-level divination

Casting Time: 1 action Range: Self Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver) Duration: 1 hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Spell Lists. Artificer, Bard, Sorcerer, Wizard

Shadow Blade

2nd-level illusion

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

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Spell Lists. Sorcerer, Warlock, Wizard

Shatter

2nd-level evocation

Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Silence

2nd-level illusion (ritual)

Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Spell Lists. Bard, Cleric, Ranger

Skywrite

2nd-level transmutation (ritual)

Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 day

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Spell Lists. Bard, Druid, Wizard, Artificer

Snilloc's Snowball Storm

2nd-level evocation

Casting Time: 1 action Range: 90 feet Components: V, S, M (a piece of ice or a small white rock chip) Duration: Instantaneous

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Spell Lists. Sorcerer, Wizard

Spider Climb

2nd-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Spell Lists. Artificer, Sorcerer, Warlock, Wizard

Spike Growth

2nd-level transmutation

Casting Time: 1 action Range: 150 feet Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Spell Lists. Druid, Ranger

Spiritual Weapon

2nd-level evocation

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

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.

When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

Spell Lists. Cleric

Spray Of Cards

2nd-level conjuration

Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a deck of cards) Duration: Instantaneous

You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Suggestion

2nd-level enchantment

Casting Time: 1 action Range: 30 feet Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.

If you or any of your companions damage the target, the spell ends.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Summon Beast

2nd-level conjuration

Casting Time: 1 action Range: 90 feet Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp) Duration: Concentration, up to 1 hour

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.

Spell Lists. Druid, Ranger

Bestial Spirit

Small beast

Armor Class: 11 + the level of the spell (natural armor) Hit Points: 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd Speed: 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)

STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 4 (-3) 14 (+2) 5 (-3)

Senses: darkvision 60 ft., passive Perception 12 Languages: understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Water Breathing (Water Only). The beast can breathe only underwater.

Actions

Tasha's Mind Whip

2nd-level enchantment

Casting Time: 1 action Range: 90 feet Components: V Duration: 1 round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Spell Lists. Sorcerer, Wizard

Thought Shield

2nd-level abjuration

Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours

You weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.

Spell Lists. Sorcerer, Warlock, Wizard

Vortex Warp

2nd-level Conjuration

Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Spell Lists. Artificer, Sorcerer, Wizard

Warding Bond

2nd-level abjuration

Casting Time: 1 action Range: Touch Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration) Duration: 1 hour

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.

While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Spell Lists. Cleric, Paladin

Warding Wind

2nd-level evocation

Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes Spell Lists. Bard, Druid, Sorcerer, Wizard

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects:

Warp Sense

2nd-Level divination

Casting Time: 1 action Range: Self Components: V, S, M (a razorvine leaf) Duration: Concentration, up to 1 minute

For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself. If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Spell Lists. Sorcerer, Warlock, Wizard

Web

2nd-level conjuration

Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Spell Lists. Artificer, Sorcerer, Wizard

Wither and Bloom

2nd-level Necromancy

Casting Time: 1 action Range: 60 feet Components: V, S, M (a withered vine twisted into a loop) Duration: Instantaneous

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Spell Lists. Druid, Sorcerer, Wizard

Wristpocket

2nd-level conjuration (ritual) (dunamancy)

Casting Time: 1 action Range: Self Components: S Duration: Concentration, up to 1 hour Spell Lists. Wizard (Dunamancy)

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.

Zone of Truth

2nd-level enchantment

Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Spell Lists. Bard, Cleric, Paladin

Amber Globes

2nd-level conjuration

Casting Time: 1 action Range: Touch Components: V, S, M (one amber bead per globe) Duration: instantaneous

You create up to three globes of electricity energy about the size of acorns, which can be hurled at targets by you or another creature, or can be detonated on command. Each globe is a ranged weapon with a range increment of 30/60 feet, and requires a ranged spell attack to hit. Each globe is capable of dealing 2d4 lightning damage to the primary target. Each globe also hits adjacent engaged creatures for 1d6 lightning damage. You can hurl globes singly or as multiple attacks. Throwing any number of globes is an attack action that can be made as part of casting the spell. Globes not thrown during the round in which you cast the spell can be held for throwing in a subsequent round, or can be handed to other characters as an action. Each globe explodes upon striking any hard surface, and in addition to dealing its regular lightning damage to the target, deals 1d6 lightning damage per globe to all adjacent, engaged creatures. Creatures within this splash area that make a successful Dexterity saving throw take only half this damage, but creatures struck directly are not allowed a saving throw against the globe's primary damage.

Alternatively, you can gently toss or place a globe within 5 feet of you so that it does not explode on contact. Once in place, you can cause one or more globes to detonate by speaking a command word as an action if you are within 200 feet. When it detonates, the globe deals 2d4 lightning damage to all targets within a 5-foot radius. Creatures in the area that make a successful Dexterity saving throw take only half damage.

At Higher Levels. When cast at a spell slot of 3rd level or higher, you are able to conjure another globe for each spell slot above 2nd.

Angry Wounds

2nd-level necromancy

Casting Time: 1 bonus action Range: Touch Components: V, S, M (a piece of broken glass) Duration: Concentration, up to 10 rounds

Upon concluding the dreadful incantation, you become fueled with awful power; your touch causes flesh to burst and weep freely. With a melee spell attack, you open an ugly wound on a living creature, dealing 2d8 necrotic damage. Each round thereafter, the target must succeed on a Constitution saving throw or take an additional 1d8 necrotic damage as its flesh bursts and suppurates. If the target succeeds on two consecutive saves, the effect ends.

Arboreal Archer

2nd-level transmutation

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

You imbue limited intelligence to one non-sentient tree or shrub no less than 20 feet tall, allowing you to telepathically communicate simple instructions to the tree. On your command, the tree pulls back its branches and fires a volley of acorns, branches, or other debris at any target that you designate. The tree receives one ranged attack per round and uses your spellcasting attack bonus for its attack roll. Its attack deals 1d8 + your spellcasting ability modifier piercing and bludgeoning damage and has a range increment of 30/60 feet. The tree is immobile, has an AC of 16, and 30 hit points. The tree is incapable of defending itself; it only attacks when directed as a bonus action on each of your turns.

Arcane Seal, Lesser

2nd-level abjuration

Casting Time: 1 minute Range: touch Components: V, S, M (sealing wax, gem dust worth 25gp) Duration:Permanent until discharged

You create a magic seal that bears your visible arcane mark (and though you do not have to cast arcane mark to cast lesser arcane seal, it must be a spell you know). The seal you create resembles the wax seal one sees on letters and documents, and can measure from 1 to 6 inches across.

A lesser arcane seal is exceedingly tough, having a AC of 20 and 60 hit points. When placed on a door or other closure (a chest, window, and so forth), the lesser arcane seal grants the portal a +5 bonus to AC. The seal is unaffected by knock spells unless the caster makes a DC 15 spellcasting + proficiency check. Any character can break the seal with a DC 20 Dexterity check. At your option, you can also imbue the seal with magical energy so that any creature breaking it takes 1d8 acid, cold, lightning, fire, or thunder damage.

Each kind of damaging seal also has a particular effect:

When you add a damaging effect to the seal, you must add additional runes to the seal. Anyone can read these runes and discover the seal's effect with a DC 12 Intelligence(arcana) check.

You can disable a lesser arcane seal simply by touching it and using a standard action to dismiss the spell. At the time you create the seal, you can specify a password or phrase that allows other creatures to break the seal with no difficulty, and without triggering any damaging effects.

Augment Poison

2nd-level transmutation

Casting Time: 1 action Range: Touch Components: V, S Duration: 60 minutes

This spell makes poison more potent and toxic. Any dose of poison affected by the spell has its Constitution saving throw changed to the spell caster’s spell save DC and imposes disadvantage on any saving throw to avoid or end the poison's effects. Furthermore, any damage caused by the poison does extra damage equal to the spell caster’s spell casting ability modifier and its duration is increased by 1 round.

If the duration of the spell expires, the augmented effect ends immediately.

This spell only affects discrete doses of poison, though they may already be placed on a weapon, trap, or other item. Thus, if the spell were cast on a 10-gallon vat of wyvern poison, it would have no effect.

A dose of poison under the effect of this spell is considered a magically modified poison and does radiate magic.

Bear’s Curse

2nd-level necromancy

Casting Time: 1 action Range: Touch Components: V, S, M(bear hair) Duration: 1 hour, removed, or save

You place a curse on the subject, and the target must make a Constitution saving throw. On a success, the spell fails. However, if the target fails the Constitution saving throw, you impose a -4 penalty to Constitution saves and checks and the target loses 2 hit points per hit die from their maximum hit points. At the end of the target’s turn, the target may make a Constitution saving throw. Upon a successful save, this penalty is reduced to -2 and the target now only loses 1 hit point per hit die from their maximum. After a third successful Constitution save, the penalty is eliminated, and the target regain their normal hit point maximum.

The curse bestowed by this spell cannot be dispelled, but it can be removed with an enhance ability(bear's endurance), greater restoration, limited wish, miracle, remove curse, or wish spell.

At Higher Levels. When cast at a spell slot of 3rd level or higher, you may target one additional target for each spell slot above 2nd.

Beguile

2nd-level enchantment

Casting Time: 1 bonus action Range: 50 feet Components: V Duration: Concentration, up to 1 minute

Choose a target in range. That target makes a Wisdom Saving throw. On a failure, you cloud the mind of the target creature, making it more susceptible to charms and illusions. The subject has disadvantage on all saving throws against enchantment and illusion spells and Wisdom(perception) checks.

Break Object

2nd-level transmutation

Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous

This spell damages objects, reducing the object's hit point total to one hit point below half its maximum hit point total (the object cannot be repaired or gain hit points using this spell). Magic items can be targeted by this spell. If the object is held or magical, the wielder or object itself must make a Charisma saving throw. If the object is not attained, then the damage happens instantaneously.

This spell also deals 6d6 bludgeoning damage when cast on a construct creature, but the spell cannot reduce the construct's total hit point total to one hit point below half its maximum hit point total. Any construct creature targeted by this spell may attempt a Constitution saving throw to negate the damage. When break object is used on a construct creature, the spell bypasses any immunity or resistance to magic or bludgeoning damage.

Brightmatter

2nd-level conjuration

Casting Time: 1 action Range: 50 feet Components: V, S Duration: 8 hours

You create a luminous mass of ectoplasm that generates bright light in a 20-foot radius and Dim light in a 40-foot radius. The mass is sticky and pliable, and can adhere to inanimate objects, walls, ceilings, floors, and so on. You can divide the brightmatter into smaller separate pieces, but doing so reduces the amount of light that each piece sheds.

Pieces Bright Dim
1 piece 20 ft. 40 ft.
2 pieces 15 ft. 30 ft.
3 pieces 10 ft. 20 ft.
4 pieces 5 ft. 10 ft.
5 pieces 5 ft.

Brightmatter does not generate heat.

Bull’s Curse

2nd-level necromancy

Casting Time: 1 action Range: Touch Components: V,S, M (bull hair) Duration: 1 hour, removed, or save

You place a curse on the subject, and the target must make a Strength saving throw. On a success, the spell fails. However, if the target fails the Strength saving throw, you impose a -4 penalty to Strength saves and checks and the target has disadvantage on all Strength-based attacks. At the end of the target’s turn, the target may make a Strength saving throw. Upon a successful save, this penalty to saves and checks is reduced to -2 and the target now only has -2 to Strength-based attacks. After a third successful Strength save, all penalties are eliminated.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a enhance ability (bull’s strength), greater restoration, limited wish, miracle, remove curse, or wish spell.

At Higher Levels. When cast at a spell slot of 3rd level or higher, you may target one additional target for each spell slot above 2nd.

Cat’s Curse

2nd-level necromancy

Casting Time: 1 action Range: touch Components: V,S, M(cat fur) Duration: 1 hour, removed, or save

You place a curse on the subject, and the target must make a Dexterity saving throw. On a success, the spell fails. However, if the target fails the Dexterity saving throw, you impose a -4 penalty to Dexterity saves and checks and the target has disadvantage on all Dexterity-based attacks. At the end of the target’s turn, the target may make a Dexterity saving throw. Upon a successful save, this penalty to saves and checks is reduced to -2 and the target now only has -2 to Dexterity-based attacks. After a third successful Dexterity save, all penalties are eliminated.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a enhance ability(cat’s grace), greater restoration, limited wish, miracle, remove curse, or wish spell.

At Higher Levels. When cast at a spell slot of 3rd level or higher, you may target one additional target for each spell slot above 2nd.

Chaotic Bolt

2nd-level conjuration

Casting Time: 1 action Range: 100 feet Components: V, S, M(A crossbow bolt) Duration: Concentration, up to 10 rounds

A bolt of the chaotic energies of creation springs from your hand and speeds to its target. You must succeed on a ranged spell attack to hit your target. The bolt deals 5d4 points of damage of a random type. Unless neutralized, the energy lasts for another round (to a maximum of 10 additional rounds), creating another bolt that deals another 5d4 points of damage in each round. You must concentrate on the spell, but do not have to make a new attack roll after the first attack as the damage is automatic. Each round, roll on the chart to determine the damage type.

d10 Energy Type
1-2 Acid
3-4 Cold
5-6 Lightning
7-8 Fire
9-10 Thunder

Chilling Mist

2nd-level conjuration

Casting Time: 1 action Range: 50 feet Components: V, S Duration: 1 minute

You cause a stationary cloud of icy vapor to rise in a 20- foot radius from a point in range. The vapor partially obscures sight, including darkvision, beyond 5 feet, making the area heavily obscured. In addition, all creatures take 1d6 cold damage each round they remain in the mist. Creatures are entitled to a Constitution saving throw each round to halve the damage.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the mist in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.

Code Skill

2nd-level transmutation

Code skill gives a construct proficiency in a skill that another creature touched by the caster has when the spell is cast. The proficiency bonus for the creature is equal to the proficiency bonus of the other creature when the spell is cast.

Confront Outsider

2nd-level abjuration

You cause outsiders within range to lose any benefits of concealment and you gain advantage on Wisdom(perception) checks to notice a hidden or disguised outsider. On a failed save, outsiders must reveal their true name, granting you a bonus to attack and damage against evil outsiders equal to your proficiency bonus.

Contingent Light Healing

2nd-level conjuration

Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes or until discharged

You bestow a small blessing on a target creature. Whenever the creature takes 4 or more points of damage, the spell discharges, suffusing the creature with positive energy causing it to regain 1d8 + your spellcasting modifier hit points. If used against undead, you must make a melee spell attack. If successful, the spell instead deals 2d8 points of additional damage the next time the undead target takes normal damage. A creature may only be under the effect of one contingent healing spell (of any sort) at a time. This spell counts as a cure wounds for any other class abilities and effects.

At Higher Levels. When cast at a spell slot of 3rd level or higher, the healing or damage increases by 1d8 for each spell slot above 2nd.

Coward’s Bane

2nd-level abjuration

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

You gain a bonus to your attack and damage rolls equal to your proficiency bonus. This opponent must in the current encounter have attempted a dishonorable attack. Dishonorable attacks include all ranged attacks, sneak attacks, ambushes, poison use, subtle magical attacks (subject to GM adjudication), or attempted an attack while you are helpless, surprised, or massively and obviously outclassed (CR is 7 or greater than your current character level).

Curse of Prevarication

2nd-level enchantment

Casting Time: 1 action Range: Touch Components: V, S, M (tooth of a liar) Duration: 10 days

You touch a creature who must make a Charisma saving throw. On a failure, the victim of this curse is unable to tell the truth. While under its effects, the subject must speak the opposite of any truthful phrases it intended. It can choose not to speak, but nothing it says can be true. Any affected creature magically compelled to tell the truth must make a saving throw with a bonus equal to the difference in levels between curse of prevarication and the other spell. If the magic effect is from an ability, the subject just makes a new saving throw.

Damage Loins

2nd-level necromancy Casting Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous

You point at a living, non-construct creature in range and perform a vile gesture. That creature must make a Constitution saving throw, or it is affected with a painful contusion to the groin. The target takes 3d6 bludgeoning damage, and is stunned. At the end of each of its turns, it may make a Constitution saving throw to end the stunned condition and gain the poisoned condition. At the end of each of its rounds, it may make a Constitution saving throw to end the poisoned condition.

At Higher Levels. When cast at a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell slot above 2nd.

Deathchant

2nd-level necromancy

Casting Time: 1 action Range: 50 feet Components: V, S,M(miniature knife) Duration: Concentration, 10 rounds plus two rounds after

Your chanting creates a wave of negative energy that spreads out from you to a 30-foot radius in range, dealing 5 points of necrotic damage each round to all living creatures in the area of effect. If a creature makes a successful Constitution saving throw when it enters or starts its turns in the area, it is immune to the effects of that particular casting of the spell (even if it leaves the area of effect but later enters it again). A creature that fails a save stops taking damage if it leaves the area, but resumes taking damage if it enters again later. After the caster stops concentrating on the spell, the area continues for two additional rounds.

Because undead are powered by negative energy, this spell heals such creatures instead of damaging them 5 hit points.

Delude Divination

2nd-level illusion

Casting Time: 1 action Range: 50 feet Components: V, S Duration: 24 hours

You touch one creature or object as large as a 10-foot cube. Divinations cast on the target are scrambled, giving random results to effects that detect auras (detect evil, detect magic, discern lies, and the like). If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a Wisdom saving throw. If successful, the divination works normally for its duration. Otherwise, the divination is nullified, giving random results each minute.

For spells that detect presence or absence, there is a 50% chance for either possibility, rolled each minute that the divination is focused on the target. For spells that determine intensity, roll 1d6.

d6 Indicated result
1 Non-existent
2 Dim (or Faint if this category does not normally exist for the divination)
3 Faint
4 Moderate
5 Strong
6 Overwhelming

This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

Destabilize Magic

2nd-level conjuration

Casting Time: 1 action Range: 50 feet Components: V, S, M (a bottle of wine and 25gp worth of cold-iron dust, all of which must be sprinkled around the area) Duration: 24 hours

This spell imbues a 20-foot radius with chaotic energies. All spells and magical abilities within the area are resisted with disadvantage. Spells or effects without saves are not affected by this spell.

Dimension Hop

2nd-level conjuration

Casting Time: 1 action Range: 50 feet Components: V, S, M (loop of twisted parchment) Duration: Instantaneous

You and one unattended object or creature instantly hop from your current location to any other spot within range. If the spot you choose is within your line of sight, you arrive there unerringly and can take a move action if you have one available to you. If your destination is not in line of sight, you must be able to visualize the spot or state the direction and distance to it, but your hop has a 25% chance of a mishap, and you cannot take any further actions until your next turn. No matter what your destination, you can transport only yourself and a maximum 100 lb. (or your maximum load, whichever is less) of objects you carry or touch. You cannot transport any creature except for your familiar or an animal companion (whose weight counts against your load limit).

If you suffer a mishap or arrive in a place already occupied by a solid body, you and any creatures with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you take an additional 4d6 points of damage and are shunted to the Astral Plane.

Dire Form

2nd-level Transmutation

Casting Time: 1 action Range: 50 feet Components: V, S, M (a hair from a dire creature) Duration: 10 minutes

Dire form causes a regular animal or magical beast to change into a more feral, more powerful form. The target animal or magical beast, which must have a challenge rating of less than your level, gains advantage on attacks, advantage on Strength and Constitution skills and saves, and a +2 bonus to armor class. All of the target's natural weapons improve one step. This spell does not provide you with any additional way of controlling the animals affected, and indeed, it tends to make them more aggressive (it gains a second chance to break any charm or compulsion effects, and creatures have disadvantage on any skill check to control the animal).

Disguise Wounds

2nd-level illusion

Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: 1 hour

The caster of this spell can give to the subject the visual and auditory illusion of any combination of: damage reduction, resistance, immunity to damage, fast healing or regeneration. The nature of the illusion is chosen at the time of casting and cannot be changed. A creature that interacts with the glamour may attempt to disbelieve the illusion by making a Wisdom saving throw.

Distortion Field

2nd-level evocation

Casting Time: 1 action Range: 50 feet Components: V Duration: 10 minutes

Distortion field constantly emits fluctuating ultrasonic pulses of sound and vibration in a 20-foot radius circle within range designed to confuse creatures that rely upon blindsight to gather sensory information from their immediate vicinity. Such creatures must make Wisdom(perception) checks to pinpoint the location of any creature within its blindsight range. Any opponent the creature cannot see is considered totally obscured, and the creature is considered to have the blinded condition against these foes. Creatures with blindsight affected by distortion field are affected by visibility conditions and will be impacted accordingly (such as not being able to navigate reliably in the dark, etc.). If the creature has another mode to observe its surroundings, it may use that method and avoid the distortion field.

Dust Wall

2nd-level evocation

Casting Time: 1 action Range: 50 feet Components: V, S, M (a pinch of dirt or sand) Duration: Concentration, up to 1 minute

You raise a roiling curtain of airborne dust about a foot thick that can be up to 15 feet high and 60 feet long. Living creatures passing through the wall must make a successful Constitution saving throw or be blinded for 1 round. The wall is semi solid and does not block line of sight or line of effect, but provides half cover to anyone behind it. The area containing the wall is difficult terrain. The wall must always stand on the ground, and you can make it twice as long by making it half as high. As a move action, you can direct it to move along the ground at up to 20 feet each round.

Eagle’s Curse

2nd-level necromancy

Casting Time: 1 action Range: Touch Components: V,S, M (eagle feather) Duration: 1 hour, removed, or save

You place a curse on the subject, and the target must make a Charisma saving throw. On a success, the spell fails. However, if the target fails the Charisma saving throw, you impose a -4 penalty to Charisma saves and checks and the target has disadvantage on all Charisma-based spell attacks. At the end of the target’s turn, the target may make a Charisma saving throw. Upon a successful save, this penalty to saves and checks is reduced to -2 and the target now only has -2 to Charisma-based spell attacks. After a third successful Charisma save, all penalties are eliminated.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a enhance ability (eagle’s splendor), greater restoration, limited wish, miracle, remove curse, or wish spell.

At Higher Levels. When cast at a spell slot of 3rd level or higher, you may target one additional target for each spell slot above 2nd.

Earthmaw

2nd-level transmutation

Casting Time: 1 action Range: 50 feet Components: V,S,M (a pinch of dirt or sand) Duration: Concentration, up to 1 minute

You transmute a section of the ground into a gaping maw. The spell affects normal earth, such as sand, clay, or stone, but not wood or metal. The maw tries to bite any creature standing on or stepping into the square where you create it (including you or your allies), attacking using your spell attack modifier. It automatically grabs the target of a successful attack. If the maw successfully bites and grabs a target, it deals 1d6 + your spellcasting ability modifier bludgeoning damage.

The maw can grab or hold only one creature at a time, but if a creature starts its turn grabbed by the maw, the maw automatically deals damage as above and makes a new attack. If it succeeds with a second attack against a Medium or smaller creature, the maw swallows it, dealing another 1d6 bludgeoning damage. There is no air inside the maw, and a swallowed creature also automatically takes 1d6 bludgeoning damage each round until the spell ends or it manages to escape. The maw can hold one Medium, two Small, four Tiny, eight Diminutive, or sixteen Fine creatures, and can grapple (but not swallow) other creatures even when it is full.

Creatures still in the maw when the spell ends are expelled from the earth, taking 1d6 damage. The maw itself is impervious to damage, but anything that destroys or alters the 5-foot cube of earth ends the spell and frees any creature held inside.

Earthskin

2nd-level abjuration

Casting Time: 1 action Range: Touch Components: V,S Duration: 10 min or until discharged

The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains resistance to nonmagical bludgeoning, piercing, and slashing damage. After earthskin has prevented 20 points of damage, it is discharged.

At Higher Levels. When cast at a spell slot of 3rd level or higher, the damage prevented by the spell increases by 10 for each spell slot above 2nd.

Envenomed Skin

2nd-level transmutation

Casting Time: 1 action Range: Self Components: V,S, M (a frog) Duration: 10 minutes

The caster's skin becomes mottled with violet, poison-filled pustules. Any time the caster suffers physical damage (but not energy damage), one or more of the pustules will rupture, spewing forth a poison. Anyone within 5 feet must make a Dexterity saving throw or be struck by the magically and afflicted by the poison. The save for the poison itself is a Constitution saving throw of the same DC as envenomed skin. If afflicted, the creature takes 2d6 poison damage at the start of each of its turns and has the poisoned condition. At the end of each of its turns, the creature makes a Constitution saving throw to end the effect. No frogs are harmed in the casting of the spell.

Euphoria

2nd-level enchantment

Casting Time: 1 bonus action Range: 50 feet Components: V Duration: 1 minute

Your voice fills the target with feelings of pleasure and joy. Choose a target in range to make a Charisma saving throw. Against any target who fails its save you have advantage on any social interaction roll you make. In addition, the target takes a -2 penalty on all saving throws against enchantment spells and effects cast by you for the duration of euphoria. Regardless of the success or failure of the save, the target is unaware that a spell has been cast.

Examine Coffin

2nd-level divination

Casting Time: 1 action Range: Touch Components: V,S, M(a small glass lens) Duration: 1 minute

Examine coffin allows the caster to touch any sealed burial receptacle and see its contents. The spell magically illuminates the coffin's interior, although it does not enable the caster to see through magical darkness or to view the inside of a casket protected by magical means or lead sheeting. Upon touching the coffin, the caster receives a cursory view of the coffin's interior that reveals no hidden objects or precise details. On the subsequent round, the caster may attempt a Wisdom(perception) or Intelligence(investigation) check to locate any objects not in plain view, or gather additional details, but he still cannot see objects concealed by an intervening barrier, such as the body itself or a false bottom.

Viewing the coffin's interior in the former manner only requires an action, while conducting a more thorough examination necessitates one minute. The caster may touch and examine multiple coffins until the spell expires.

Exhaustion

2nd-level necromancy

Casting Time: 1 action Range: 100 feet Components: V Duration: Instantaneous

Choose a target in range, and that subject must make a Constitution saving throw. Any subject who fails this spell gains three levels of exhaustion. You can not reduce a subject to lower than the third stage of exhaustion with this spell. Since this spell is instantaneous, the effect cannot be dispelled. Spells that relieve the exhaustion condition will work normally on the subject.

Expeditious Charge

2nd-level transmutation

Casting Time: 1 bonus action or reaction Range: Self Components: V,S Duration: 1 round

You gain the abilities to move quickly and to better move past enemies. Your base land speed increases by 20 feet. You also gain advantage on Dexterity (acrobatics) and Strength(athletics) checks, and opportunity attacks against you have disadvantage.

Exploding Critical

2nd-level transmutation Casting Time: 1 action Range: Touch Components: S Duration: 1 hour

This spell instills the target weapon with a hidden potential. Whenever the weapon deals a successful critical hit, it deals an additional 2d8 force damage. If the weapon has a critical modifier of x3 it instead deals 3d8, and if the modifier is x4 it deals 4d8. Even creatures immune to critical hits suffer this damage.

Fall Up

2nd-level transmutation Casting Time: 1 action Range: Self Components: V,S Duration: 10 minutes

After casting this spell, gravity reverses for you and all of your equipment. You fall upwards at the normal rate. You continue to fall until the duration ends, or something stops your fall (such as a ceiling, ropes, etc.). You may act normally upside down. Any items that leave your possession are affected by gravity normally, and any item that enters your possession has its gravity reversed. Once the duration of the spell ends, you fall gently at a rate of 60 feet for one round and suffer no damage if you reach the ground. After that you fall normally.

Fit of Pique

2nd-level enchantment

Casting Time: 1 action Range: 30 feet Components: V,S Duration: 1 round

Your words cause your target's face to twist and contort as he turns to vent his wrath on his ally. Chose a target in range to make a Wisdom saving throw. If it fails, you force a target to attack its nearest ally. This attack can be of any sort, but it must be an attack that, to the creature's knowledge, deals damage and is the most effective form of attack in the target's arsenal. If the creature has no ally, or if all its allies are out of attack range, it takes no actions but defends itself normally.

Flexarmor

2nd-level transmutation

Casting Time: 1 action Range: 30 feet Components: V Duration: 10 minutes

Flexarmor causes a single set of armor or a shield to become more malleable and less restrictive. The target's armor bonus from Dexterity increases by 2, and if the armor imposes disadvantage on Dexterity(stealth) checks, that penalty is removed. If the person is not proficient with the armor, they gain the proficiency with the armor for the duration of the spell.

At Higher Levels. When cast as a 4th level spell, the duration of the spell is for 1 hour instead of 10 minutes.

Fool’s Luck

2nd-level transmutation

Casting Time: 1 action Range: 30 feet Components: V,S Duration: 10 minutes

The transmuted creature becomes luckier with respect to traps and hazards. The spell grants advantage to all saves and checks against traps, hazards, and poisons. While subject to fool's luck, any damage dealt by traps or hazards is reduced by 5 points.

Force Club

2nd-level evocation

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

You create a shimmering club of pure force energy to appear in your hand or in the hand of any one creature you touch. This weapon is wielded as a club for weapon proficiency. It deals 1d6 + the caster’s spellcasting modifier + the wielder's Strength modifier force damage. If the wielder ever relinquishes hold of the club, it dematerializes and cannot be reformed. As this weapon does force damage, this spell can affect ethereal and incorporeal creatures that are normally resistant to weapon damage for full damage.

Fox’s Curse

2nd-level necromancy

Casting Time: 1 action Range: Touch Components: V, S, M (fox fur) Duration: 1 hour, removed, or save

You place a curse on the subject, and the target must make a Intelligence saving throw. On a success, the spell fails. However, if the target fails the Intelligence saving throw, you impose a -4 penalty to Intelligence saves and checks and the target has disadvantage on all Intelligence-based spell attacks. At the end of the target’s turn, the target may make an Intelligence saving throw. Upon a successful save, this penalty to saves and checks is reduced to -2 and the target now only has -2 to Intelligence-based spell attacks. After a third successful Intelligence save, all penalties are eliminated.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a enhance ability(fox’s cunning), greater restoration, limited wish, miracle, remove curse, or wish spell.

At Higher Levels. When cast at a spell slot of 3rd level or higher, you may target one additional target for each spell slot above 2nd.

Frigid Slowness

2nd-level necromancy

Casting Time: 1 action Range: 150 feet Components: V Duration: Instantaneous

You call upon the powers of unlife and choose a single target in range to make a Constitution saving throw. On a failure, the target is dealt 5d4 cold damage and the target can only take a move, action, or bonus action each round for 2d4 rounds. Treat the reduction in actions as a condition. At the end of each round, the target may make a new Constitution saving throw to regain all its actions on a turn. A successful save results in half damage and negates the additional effect.

At Higher Levels. When you cast this at a spell slot of 3rd level or higher, the damage and duration of the condition increased by 1d4 per slot level above 2nd.

Future’s Boon

2nd-level divination

Casting Time: 1 action Range: Self Components: V,S Duration: 8 hours or until used

Only clerics with the luck domain gain access to this spell. You gain advantage on one check, save, or attack roll and adds your spellcasting modifier to the check. The subject may choose which die roll to affect before or after the roll is made, at which point the spell discharges. The subject may reroll both dice if an inspiration is spent after the roll as well. You may only be under the effect of one future's boon at a time.

Giant Boulder

2nd-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (strand of giant hair) Duration: 1 hour or until used

With this spell you magically enhance three stones, such that when you throw them, they transform into giant boulders, similar to those hurled by stone giants. You throw these weapons by making a ranged spell attack roll or may make a melee spell attack roll to hit an engaged opponent. These boulders deal 2d6 bludgeoning damage plus your casting ability modifier. You may throw all the boulders now, or save them for the duration of the spell. But, after the round that these boulder were created, you may only throw one boulder or attack with one boulder as an action. The boulders have a range increment of 60/300 feet. The boulders strike as bludgeoning weapons, rather than spells, and are considered magic weapons for purposes of damage reduction. The stones can be enhanced with spells as though they were projectiles. Once a stone strikes (or misses) its target, the magic within it is discharged, and the stone reverts to normal.

At Higher Levels. When you cast this at a spell slot of 3rd level or higher, the number of stones enhanced is increased by 1 per slot level above 2nd.

Guardian Beast

2nd-level conjuration

Casting Time: 1 action Range: 50 feet Components: V,S,M (the hair of a trained guard animal) Duration: 8 hours or until dispelled

You call into existence a vaguely shaped, shadowy beast that stands about knee high. The beast is silent, amorphous in shape, can spread itself out like a cloak or sail to cover a large area, and leap to interpose attacks from above. It places itself between the caster and the most apparent danger, even when threatened by invisible, flanking, or otherwise unseen attackers you are unaware of, and cannot be fooled or magically contacted. This magical guardian beast blocks damage from the next successful attack made against you, absorbing 6d6 points of damage. No matter how much or how little damage is actually inflicted by the attack, the guardian beast winks out of existence as soon as it prevents damage from one attack, any excess damage is still taken by the caster. The effect also only prevents damage; any additional effects of an attack are not prevented (for example the effect of a vorpal weapon).

A guardian beast cannot prevent damage dealt by area effect spells or similar effects. For example, it can prevent damage from a single magic missile but not multiples or from a fireball.

Hesitate

2nd-level enchantment

Casting Time: 1 action Range: 50 feet Components: V,S,M (a snail) Duration: 1 round

Hesitate causes a number of creatures in the area to hesitate and second-guess their actions. Choose a number of creatures equal to your spell casting bonus all within 30 feet of a point in the range of the spell. Each creature must make a Wisdom saving throw. On a failure, an affected creatures go last in the initiative order and ignore the first attack of opportunity they could take in each round. If more than one creature is affected by hesitate their relative initiative order remains the same relative to one another, even though as a group they are moved to the end of the order.

At Higher Levels. When you cast this at a spell slot of 3rd level or higher, the number of subjects is increased by 1 per slot level above 2nd.

Hex of Chaos

2nd-level necromancy

Casting Time: 1 action Range: 50 feet Components: V,S Duration: 10 rounds or until removed

You point at the target and utter a word in the dark tongue. A target in range must make a Wisdom saving throw. On a failure, this spell inflicts a new random curse on the target and at the start of its turn each round of the spell’s duration. At the start of the target’s turn, the target may make another Wisdom saving throw to end the effect. Roll on the following table to see what the effect of the curse is, until the duration of the spell ends, the target saves, or the spell is discharged via dispel magic, remove curse, greater restoration, wish, miracle. The target may not have the same condition twice, so reroll if the same curse is selected twice. The spell ends on the start of the target’s 11th turn under the spell.

d12 Effect
1 Unconscious
2 Blinded
3 Stunned
4 Deafened
5 shrink (as per reduce)
6 Charmed
7 Frightened
8 Grappled (break free by making a Strength(athletics) or Dexterity(acrobatics) check as an against the DC of this spell.
9 May only move on its turn (no actions)
10 Poisoned
11 Paralyzed
12 Disadvantage to Str, Dex, Con, Int, Wis, or Cha checks and saves (roll 1d6 to determine Ability Score).

Ice Aegis

2nd-level abjuration

Casting Time: 1 action Range: Self Components: V,S Duration: 10 minutes or until discharged

This spell sheathes you in a thin layer made entirely of ice. This ice radiates no cold and does not harm you, even as it grants you a +3 bonus to AC and fire immunity . Every 10 points of fire damage prevented by the spell reduces the spell's AC bonus by 1. When the AC bonus drops to 0, the spell is discharged.

Insomnia

2nd-level enchantment

Casting Time: 1 action Range: 50 feet Components: V,S Duration: Until dispelled

You steal away a creature's ability to rest or sleep if the target fails a Wisdom saving throw. The target of this spell cannot sleep, accruing penalties for fatigue in addition to being unable to heal naturally. Even creatures such as elves that normally do not sleep are unable to get a proper rest with which to re-energize to gain spells or heal naturally. This spell can be countered by a sleep spell and it can be used to counter a sleep spell or other magical means of inducing sleep.

Intercept Attack

2nd-level abjuration

Casting Time: 1 action or reaction Range: Self Components: V,S Duration: instantaneous

If there is an ally within five feet of you, this spell wards the ally and creates a mystic connection so that all of its wounds transfer to you. The ally takes no damage from a singular attack (including those dealt by special abilities and spells) that deal hit point damage or conditions. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not deal the types listed above such as being blown away, charmed, and knocked down conditions and effects, are not affected.

Languor

2nd-level necromancy

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

You cause a black aura of negative energy to form on your hand that suppresses the life force of any living creature you touch. You must make a melee spell attack to hit. If you hit, the subject reduces its maximum hit points by a maximum of one of its hit dice, loses one of its highest level spell slots, and has a -1 to all attacks, checks, and saves for one hour. This penalty does stack with other effects, but not with itself.

Assuming the subject survives, the penalties, spell slot, and maximum hit points are regained after a short rest.

Lifechant

2nd-level conjuration

Casting Time: 1 round Range: 50 feet Components: V,S, M (miniature knife) Duration: Concentration, up to 1 minute, + 2 rounds

Your chanting creates a wave of positive energy that spreads out from a point in range in a 30-foot radius, curing 5 points of damage each round to all living creatures in the area of effect. Because undead are powered by negative energy, this spell deals such creatures a like amount of damage rather than curing them. If an undead creature makes a successful Charisma saving throw, it is immune to the effects of that particular casting of the spell (even if it leaves the emanation but later enters it again). Undead that fail their saves stop taking damage if they leave the area, but resume taking damage if they enter it again later.

Luckwing

2nd-level conjuration Casting Time: 1 round Range: 25 feet Components: V,S, M (one dead butterfly) Duration: Concentration, up to 10 minutes Casting this spell creates a one-foot-long obviously magical flying creature (use stats for a stirge except it does not possess its melee attack, scent ability, or its special abilities). This creature is under your complete control, and you are empowered to see, hear, and feel everything the creature does. The creature triggers any traps and suffers any damage a normal stirge would.

Memory Crystal

2nd-level Divination

Casting Time: 1 round Range: Touch Components: V,S, M (crystal of gem worth 50 gp) Duration: Until dispelled

You store personal memories into a small crystal or gem. The memory must be one that you experienced or saw firsthand (which means you store the memory of hearing a tale told to you that you didn't experience, but not of the tale itself). The stored memory can last no longer than ten minutes. The gem can hold only one memory regardless of length.

You can recall the memory at any time. The recalled memory takes the form of a mental picture of the memory viewed in front of you as though literally through your eyes. As a result of this, others near you can also possibly see the memory. In order to recall a memory from a memory crystal that was not created by the person attempting the recall, the character must make a Charisma saving throw with the DC set by the caster of the original memory crystal at its time of creation. The caster of the memory crystal can dispel the memory from the gem at will, making it a normal crystal or gem again (this is a free action). You can put a new memory into the crystal or gem at that time by casting this spell again (this erases the former memory). Others must use a dispel magic spell targeted on the memory crystal in order to destroy the memories stored within.

Mire of Stone and Earth

2nd-level transmutation

Casting Time: 1 action Range: 400 feet Components: V,S Duration: 10 minutes

The very earth twists and writhes in a 40-feet radius in range, causing creatures that fail a Dexterity saving throw within the area to be restrained. Creatures that succeed on their save move at only half their base speed in the area. Those that remain in the area must save again at the end of their turn. Creatures that move into the area must save immediately. Those that fail must end their movement and are restrained. Restrained creatures can attempt to break free as a move action, making a Strength(athletics) or Dexterity(acrobatics) check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

Creatures with burrow speeds are immune to the effects of mire of stone and earth.

Mute

2nd-level necromancy

Casting Time: 1 round Range: 100 feet Components: V,S Duration: Concentration, up to 10 minutes

If the target of this spell fails a Constitution saving throw, this spell renders its target incapable of speech. It is not physiological so much as a localized area around the target's mouth (or mouths) from which no sound is able to be emitted. Thus, the target cannot grunt or otherwise produce verbal sounds of any sort, although it still may make sounds such as walking, snapping fingers, or clapping. This prevents any sort of spellcasting that requires verbal components.

Nauseating Pollen

2nd-level conjuration

Casting Time: 1 action Range: 100 feet Components: V,S, M (ground mica) Duration: 10 rounds

A cloud of visible and invisible airborne pollen particles covers everyone and everything in the a 10-foot radius in range. Any living, breathing creature that enters or starts its turn in the area must make a Constitution saving throw. On a failure, the creature becomes poisoned and may only move each turn, losing its action and reaction. This lasts until the start of its next turn, but if the creature is still in the area, it must make a new saving throw.

Necrophage

2nd-level necromancy

Casting Time: 1 action Range: 100 feet Components: V,S, M (a maggot, alive or dead) Duration: 10 rounds

You create a pale yellow slime on a solid undead target. The slime begins to devour the target's flesh rapidly, causing 2d6 acid damage per round. An undead creature may attempt a Constitution saving throw in the first round of the spell to reduce all damage caused by the slime by half. The application of one flask of strong alcohol or an attack that deals at least 5 fire damage to the target negates any further damage from the spell. A small or smaller corpse is destroyed in 1 round, a medium corpse in 2 rounds, a large corpse in 3 rounds; for each size category above large add 2 rounds to the time it takes to destroy it.

Nightsnare

2nd-level enchantment

Casting Time: 1 action Range: 30 feet Components: V, S, M (tiny fruit tart and a feather) Duration: 10 rounds

You select a target in range that is humanoid and alive to make a Wisdom saving throw. If the target fails its saving throw, you spin a web of pale, dreamy light, causing a comatose slumber to come upon the target (which may include causing the subject to fall prone, any damage from which does not awaken the victim if it only falls to its feet; damage from falling from greater heights would awaken the target). A victim of nightsnare is helpless and asleep. Each round at the end of its turn, the subject may attempt a new save to end the effect. Slapping or wounding the target rouses the individual immediately, but normal noise does not. Rousing a sleeper with slaps or wounds requires an attack action that does not provoke an attack of opportunity. The sleeper rouses automatically when the duration of nightsnare ends.

Oathbind

2nd-level divination

Casting Time: 1 round Range: See text Components: V, S, M (a drop of each participant's blood) Duration: Until Dispelled

Whenever two or more parties enter into a binding, written contract, this spell enables all of the parties to instantaneously become aware of a breach in that contract as long as the offender and the affected parties are on the same plane of existence. The spell only affects willing participants that have signed the contract and is typically employed as a means of ensuring trustworthiness rather than enforcing the terms of the contract. At the time of the casting, all of the willing participants that signed the contract must be within the same enclosed space as the contract. (The exclusion of unwilling participants does not negate the spell.) From that point forward, all of the spell's recipients receive a brief, visual image showing the individual that broke the terms of the contract, and how he violated the terms of the agreement.

Alternatively, a recipient can dismiss the spell's effects upon him at any time, although all of the remaining recipients become aware of his action as if he violated the contract. The GM has sole discretion when determining if the spell's conditions have been met and the precise nature of the information provided by the spell.

Obscure Text

2nd-level illusion

Casting Time: 1 action Range: Touch Components: V, S, M (gold dust worth 50 gp) Duration: 10 days

This spell causes writings, inscriptions, and even magical symbols and glyphs to become temporarily unintelligible. The writing looks normal to the casual viewer, but seems meaningless whenever anyone tries to actively read it. When this spell is applied to nonmagical writing, characters can attempt to piece together the meaning my attempting an Intelligence check equal to the spell save DC of the caster. Placing this spell on magical writing such as a scroll or spellbook increases the DC to decipher by the casters proficiency modifier.

Placing this spell on a scribed magical ward does not disrupt the ward's function but might prevent it from being recognized. For example, explosive runes with an obscure text spell applied still detonates when an attempt to read them is made, but the attempt won't reveal the runes' meaning (if any). Likewise, an illusory script with an obscure text spell applied still implants its suggestion in the minds of unauthorized readers. The DC to identify a ward under the effects of obscure script increases an additional amount equal to the spell casters proficiency modifier, but note that placing this spell on a ward triggered by touch activates the ward. Obscure text is difficult to dispel, causing disadvantage on any checks to dispel.

Owl’s Curse

2nd-level necromancy

You place a curse on the subject, and the target must make a Wisdom saving throw. On a success, the spell fails. However, if the target fails the Wisdom saving throw, you impose a -4 penalty to Wisdom saves and checks and the target has disadvantage on all Wisdom-based spell attacks. At the end of the target’s turn, the target may make a Wisdom saving throw. Upon a successful save, this penalty to saves and checks is reduced to -2 and the target now only has -2 to Wisdom-based spell attacks. After a third successful Wisdom save, all penalties are eliminated.

The curse bestowed by this spell cannot be dispelled, but it can be removed with an enhance ability(owl’s wisdom), greater restoration, limited wish, miracle, remove curse, or wish spell.

At Higher Levels. When cast at a spell slot of 3rd level or higher, you may target one additional target for each spell slot above 2nd.

Peace Bonding

2nd-level enchantment

Casting Time: 1 action Range: 30 feet Components: V, S Duration: 10 minutes

Creatures within 20 feet of the target space (or those who enter it) sheath or secure their manufactured weapons and can't unsheathe or unsecure them. Each potentially affected creature is allowed a Charisma saving throw to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may choose to prepare unarmed attacks, spells or natural weapons. Creatures who leave the area and or are not in the area are free to use weapons as they choose, such as ranged weapons.

Phantasmal Foe

2nd-level illusion

Casting Time: 1 action Range: 150 feet Components: V, S Duration: 1 round or concentration, up to 10 rounds, see text

You create a phantasmal image of an enemy of the subject simply by forming the thoughts of the subject's subconscious mind into something that its conscious mind can visualize: this enemy. Only the spell's subject can see the phantasmal foe. You see only a vague shape. The target first gets a Wisdom saving throw to recognize the image as unreal. If that save fails, the phantasm touches the subject and the subject must succeed on a second Wisdom saving throw or is afflicted with the frightened condition from fear. At the end of the creature’s turn, the target may make another Wisdom saving throw to disbelieve the creature and act normally next round. This continues up to 10 rounds Even if the second Wisdom save is successful, the subject has disadvantage for all attacks, checks, and saves for one round.

If the subject of phantasmal foe succeeds in disbelieving and possesses telepathy or is using an item that allows for telepathic communication, the foe can be turned upon you. You must then disbelieve it or become subject to the frightened condition (Wisdom save negates) for one round.

Phantasmal Pit

2nd-level illusion

Casting Time: 1 action Range: 150 feet Components: V, S Duration: 1 round or 10 rounds, see text

You create a phantasmal image of a pit simply by forming the thoughts of the subject's subconscious mind into something that its conscious mind can visualize: an infinite pit. Only the spell's subject can sense the phantasmal pit. You see only a vague shape on the ground. The target first gets a Wisdom saving throw to recognize the sensation as unreal. If that save fails, the subject believes it is falling and falls prone. The subject then must succeed on a second Wisdom save or is afflicted with the stunned condition from fear. At the end of the creature’s turns, it may make another Wisdom saving throw to disbelieve the pit and act normally next round. This continues up to 10 rounds.

If the subject of phantasmal pit succeeds in disbelieving and possesses telepathy or is wearing an item that grants telepathy, the fear of the pit can be turned upon you. You must then disbelieve it (Wisdom saving throw) or become subject to believing you're falling, fall prone, and succeed on your second Wisdom saving throw or be stunned for one round.

Phantasmal Swarm

2nd-level illusion

Casting Time: 1 action Range: 150 feet Components: V, S Duration: 1 round or 10 rounds, see text

You create a phantasmal image of a swarm simply by forming the thoughts of the subject's subconscious mind into something that its conscious mind can visualize: this swarm. Only the spell's subject can see the phantasmal swarm. You see only a vague shape. The target first gets a Wisdom saving throw to recognize the image as unreal. If that save fails, the phantasmal swarm touches the subject and the subject must succeed on a second Wisdom save or the target constantly feels like vomiting and can only take a move on each of its turns (no action or bonus action) as well as losing the ability to perform a reaction. At the end of the creature’s turns, it may make a Wisdom saving throw to disbelieve the swarm and end the effect. This effect continues for 10 rounds or until the subject saves. Even if the second Wisdom save is successful, the subject is can only make a move (no action or bonus action) and loses its ability to perform reactions for one round.

If the subject of phantasmal swarm succeeds in disbelieving and possesses telepathy or is wearing an item that grants telepathy, the swarm can be turned upon you. You must then disbelieve it (Wisdom saving throw) or become subject to the swarm and must succeed on a second Wisdom saving throw or only be able to perform a move (no action or bonus action) and lose your ability to perform a reaction for one round.

Phantom Familiar

2nd-level illusion

Casting Time: 1 action Range: Touch Components: V, S, M (special dust worth 50gp) Duration: Permanent

You make your familiar including its clothing, armor, weapons, and equipment look different. It can seem 1 foot shorter or taller, thin, fat, or in between. You can change its apparent creature type to any magical beast or animal. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or have it look like an entirely different creature. You can change this appearance as an action.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile or audible properties of it or its equipment. If you use this spell to create a disguise, the familiar gets advantage on all Charisma(deception) check. A creature that interacts with the glamour gets a Wisdom saving throw to recognize it as an illusion.

Program Feat

2nd-level transmutation

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

Program feat gives a construct the benefits of a single feat possessed by another creature the caster is touching when the spell is cast.

Reciprocity

2nd-level evocation

Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous

When cast, this spell creates an arc of pure magical energy between you and a target in range. The spell deals 4d8 damage to the target, but it also deals half that amount of damage to you. The damage dealt to you cannot be negated or reduced by any means, but the damage to the target can be negated by any means that would normally do so. There is no saving throw for this spell.

At Higher Levels. When cast at a spell slot of 3rd level or higher, the damage increases by 1d8 for each spell slot above 2nd.

Ride Winds

2nd-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (flight feather from an eagle) Duration: Concentration, up to 1 minute

This spell grants you the ability to float on the air for a short time, allowing you to fall safely, to levitate, or even to fly depending on the force of the wind. In addition to gaining advantage on all Dexterity(acrobatics) checks while the spell is in effect, you gain the following abilities, depending on wind speed and the load you carry.

Righteous Armor

2nd-level conjuration

Casting Time: 1 bonus action or reaction Range: Touch Components: V Duration: instantaneous

You send the armor you are wearing to an extradimensional space, or you can summon the armor from its extradimensional space.

Rolling Boulder

2nd-level evocation

Casting Time: 1 action Range: 100 feet Components: V, S, M (smooth spherical pebble) Duration: Concentration, up to 1 minute

A spherical boulder of elemental earth rolls around the battlefield under your control. It moves up to 20 feet in a straight line every round (less if it strikes an immovable object) in a direction of your choice, bowling over creatures in its path. Creatures struck by the boulder must make a successful Dexterity saving throw or be knocked prone, taking 3d6 bludgeoning damage as the boulder rolls over them.

The boulder has AC 8, 180 hit points, and is resistant to slashing and piercing damage.

Scout’s Hike

2nd-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (dirt from a fresh trail) Duration: 1 hour

The target creature gains a +1 to all Dexterity-based attacks, advantage on all Dexterity-based skills, and doubles its base land speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

Shadow Ribbons

2nd-level illusion

Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous

You blast your enemies with clinging ribbons of shadow. You may fire three rays. Each ray requires a ranged spell attack to hit and inflicts the grappled condition. Grappled creatures can attempt to break free as a move action, making a Strength(athletics) or Dexterity(acrobatics) check. The DC for this check is equal to the DC of the spell. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

At Higher Levels. When cast at a spell slot of 3rd level or higher, you are able to fire another ray for each spell slot above 2nd.

Shadow Sentry

2nd-level illusion

Casting Time: 1 action Range: Touch Components: V, S, M (a tiny replica sword made of onyx worth 25 gp) Duration: 8 hours

Shadow sentry creates either a shadowy or faceless humanoid warrior (AC 12) under your command. The sentry may be commanded to “guard,” which will cause it to shout an alarm if it notices anyone approaching within 30 feet (using the caster's passive perception score, and if the caster is not proficient in Wisdom(perception), adding the caster’s proficiency bonus to this score), “patrol,” which will cause it to follow a route first walked by the caster and call an alarm if it notices anyone approach within 30 feet, and “attack,” which will cause it to attack with its shadowy sword (1d8 damage + spellcasting ability modifier). The sentry has an attack bonus equal to the caster’s spellcasting attack bonus. The sentry may engage any creature for any effects that require an ally to be engaged with an enemy. The sentry is discharged after being successfully struck for any damage.

Shift Aim

2nd-level abjuration

Casting Time: 1 action Range: Touch Components: V, S, M (a piece of moss found on a tree) Duration: Concentration, up to 8 hours or until discharged

The target of this spell is protected by intense fluctuations in the space around him. This distortion protects against all forms of individually targeted missile attacks, including spells and spell-like abilities that require an attack roll. Whenever an individual missile attack is directed at the targeted creature, the attack's actual target is determined randomly among all creatures within 15 feet of the creature, including the creature protected. In mid-flight the missile changes course toward its new target with normal chances to hit. The attack roll should be rolled before the target is determined. If the protected creature is struck by an individual missile attack, the spell is discharged. If several people are protected by shift aim spells the missile only changes course once but can affect the entire protected area.

Shooting Star

2nd-level conjuration

Casting Time: 1 action Range: 300 feet Components: V, S, M (a piece of meteoric iron) Duration: Instantaneous

A fiery, stony mass falls from thin air, tracing a red-hot streak onto a designated target. You make a ranged spell attack to strike the target. The shooting star deals 3d6 of bludgeoning and 3d6 fire damage. At Higher Levels. When cast at a spell slot of 3rd level or higher, the bludgeoning and fire damage both increase by 1d6 for each spell slot above 2nd.

Shunt

2nd-level conjuration

Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 round

Shunt briefly and forcibly pushes a target creature within range into the Ethereal Plane for 1 round. If the creature succeeds on a Charisma saving throw, the spell fails and has no effect. If cast while on the Ethereal Plane, this spell functions in reverse, forcing a creature onto the Material Plane for 1 round.

Silent Ray

2nd-level evocation

Casting Time: 1 bonus action Range: 50 feet Components: V Duration: Instantaneous

Your voice magically creates a focused beam of sonic energy too shrill to hear. With this ray, you may make a ranged spell attack roll against a single target. On a hit, you inflict 3d8 thunder damage. At Higher Levels. When you cast this at a spell slot of 3rd level or higher, the damage increases by 1d8 per slot level above 2nd.

Slime Harden

2nd-level transmutation

Casting Time: 1 bonus action Range: 25 feet Components: V Duration: 1 day

Point at one ooze creature within range to make a Wisdom saving throw. On a failure, you cause the outer surface of the target ooze to harden, granting it a +1 Armor Class but reducing its speed by half. Slime harden also negates an ooze's engulf, corrosive form, corrode metal, amorphous, and split special abilities.

Speak with Objects

2nd-level divination

Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes

You can comprehend and communicate telepathically with manufactured objects, including animated objects and constructs. You are able to ask questions and receive answers from objects. An inanimate object's sense of its surroundings is limited, so it won't be able to give or recognize detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn't make animated objects or constructs any more friendly or cooperative than normal. Furthermore, they are likely to make inane comments. If an animated object or construct is friendly toward the caster, it may do some favor or service for the caster (as determined by the DM).

Stand Your Ground

2nd-level transmutation

Casting Time: 1 bonus action Range: Self Components: V, S Duration: 10 minutes or until you move

You gain advantage on all checks and saves to avoid being grappled, escape a grapple, be moved, charmed, frightened, restrained, or be knocked prone for the duration of the spell so long as you do not move from you current location.

Staffstrike, Lesser

2nd-level evocation

Casting Time: 1 action Range: Self Components: V, S, M (a quarterstaff, magic staff, or walking stick to use in the spell) Duration: 10 minutes or until you move

Slamming your staff on the ground, you send forth shockwaves dealing 2d6 bludgeoning and 2d6 thunder damage to all creatures and objects within a 15-foot cone in front of you. Living creatures are deafened for 1d4 rounds; a successful Constitution saving throw negates the deafness and reduces the damage by half.

At Higher Levels. When cast at a spell slot of 3rd level or higher, increase the damage by 1d6 bludgeoning and 1d6 thunder damage for each spell slot above 2nd.

Stoneburst

2nd-level evocation

Casting Time: 1 bonus action Range: touch Components: V, S Duration: 10 minutes or until discharged

This spell imbues small stone objects (of a size and shape of an object the caster can easily throw) with explosive force. When thrown as a separate action, each object detonates on impact, dealing 5d4 fire damage in addition to its normal damage when thrown (if any). If the object misses, the spell is discharged from the object.

Stonefist

2nd-level evocation

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

One of your empty hands (your choice) becomes encased in a stony shell. You cannot hold anything in the affected hand while the spell lasts, but you can use the hand to make unarmed strikes. You are considered proficient with this weapon, can use either Strength or Dexterity to make the attack, and deal 1d6 points of damage when you strike with the stonefist, plus you gain a +1 bonus on your attack and damage rolls, as your stonefist is considered magic weapon with a +1 bonus.

At Higher Levels. When you cast this at a spell slot of 4th level or higher, the bonus to attack rolls and damage becomes +2. If use use a spell slot of 6th level or higher, the bonus increases to +3.

Storm Cellar

2nd-level transmutation Casting Time: 1 action Range: touch Components: V, S Duration: 8 hours

When you cast this spell, a sturdy trapdoor appears at the intended location, opening into an extradimensional space beneath the ground. A ladder descends 15 feet into a small chamber capable of sheltering the caster and up to five other creatures. The shelter exists outside of normal space, therefore spells and effects emanating or affecting one side of the door exert no influence on the other side of the door. Storm cellar provides protection from natural hazards, such as forest fires, tornadoes, hurricanes, falling trees, thunderstorms, and blizzards. Of course, if a tree falls on top of the door, the room's occupants must contend with it when they leave the cellar.

Creatures within the extradimensional space can see through the door, although creatures on the other side of the door cannot look into the room. However, creatures on the outside can force open the door with a Strength(athletics) check (DC equal to spell save DC + 5) or break it (AC 8; 20 hp). Casting other spells that create extradimensional spaces or using extradimensional items, such as a bag of holding, while within the cellar is extremely dangerous and react as if taken into a portable hole.

At Higher Levels. When cast at a spell slot of 3rd level or higher, you are able to fit one additional creature or each spell slot above 2nd.

Subduing Ray

2nd-level evocation

Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous

You blast your enemies with a beam of nonlethal force. You may fire up to two rays. Each ray requires a ranged spell attack to hit and deals 2d6 force damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. When the ray hits, if the target would normally die, you may choose to knock the target unconscious instead.

At Higher Levels. When cast at a spell slot of 3rd level or higher, you are able to fire another ray for each spell slot above 2nd.

Support Beam

2nd-level conjuration

Casting Time: reaction Range: 50 feet Components: V Duration: 1 hour

You instantaneously conjure a cluster of thin, magically reinforced iron pillars capable of supporting any type of ceiling in the event of a cave-in or collapse in a 10 foot radius; in addition; it stops traps such as deadfalls and crushing ceilings and floors (but not walls). Creatures and objects within the spell's area of effect suffer no damage from falling debris or crushing rooms while adjacent spaces outside of this area still experience the cave-in, collapse, or trap's full effects. Creatures protected by the spell must still find a way out by digging through the surrounding rubble or via other means.

Support beam only provides protection against cave- ins, falling objects, collapsing natural or magical ceilings; it grants no special benefits against flying or falling creatures. When the spell's duration expires, the ceiling collapses raining debris on any creatures or objects still within its area of effect.

Take My Hand

2nd-level transmutation

Casting Time: reaction Range: Self Components: V Duration: instantaneous

If there is an ally adjacent to you who is about to fall, you can grab hold of that ally and stop his fall. However, if the character weighs more than your maximum load and/or a Strength check is required (subject to GM Adjudication), you gain advantage on the Strength check.

Thief Ward

2nd-level abjuration

Casting Time: 1 action Range: 50 feet Components: V,S, M(small magnifying glass) Duration: 10 minutes

Thief ward creates a 50 foot radius circle around a point in range where sounds are magnified, shadows lessened, and details brightened. All Dexterity(sleight of hand) and Dexterity(stealth) checks made within the area have disadvantage.

To The Rescue

2nd-level conjuration

Casting Time: reaction Range: 100 feet Components: V Duration: Instantaneous

You instantly exchange locations with another helpless creature within range and line of sight. You can bring along unattended objects as long as their weight doesn't exceed your maximum load. You may also bring any mount (carrying gear or objects up to its maximum load). You and your mount to be transported must be in contact with one another.

Torn Muscle

2nd-level necromancy

Casting Time: 1 action Range: 150 feet Components: V Duration: Until dispelled

You choose a target within range and the target must make a Strength saving throw. On a failure, the target immediately gets a sharp cramp in his chest, back or side and becomes short of breath, imposing a disadvantage on attack rolls, skill checks, and ability checks. More importantly, attacks against this creature have advantage, and the creature cannot take the dash action. A conjuration spell of 2nd level or higher negates the effects of this spell, as does regeneration and other magical healing.

At Higher Levels. When you cast this at a spell slot of 3rd level or higher, you may target one additional creature per slot level above 2nd.

True Casting

2nd-level divination

Casting Time: 1 bonus action Range: 150 feet Components: V Duration: see text

You gain temporary, intuitive insight into the immediate future that assists with your spell casting against a singular opponent. Your next spell that targets a single creature (if it is made before the end of the next round) gains a +1 bonus to the spell save DC. If that creature successfully saves, your next spell that targets that same creature and only that creature (if it is made before the end of the following round) gains a +2 bonus to the save DC. This process continues until your bonus reaches its maximum of +5, you fail to cast a spell targeting the same singular creature in each following round, or the target creature fails a saving throw.

Unseen Guardian

2nd-level divination

Casting Time: 1 action Range: 50 feet Components: V ,S Duration: 8 hours or until discharged

You create an immobile, magical sensor that continually scans the area around it, looking for your enemies. The sensor has darkvision to a range of 30 feet. The sensor can make Wisdom(perception) checks (with a bonus equal to your spellcasting ability modifier and proficiency bonus) to note hidden or invisible creatures and has advantage on all checks that rely on smell within 30 feet. If the sensor sees or smells any creature that presents a potential threat (from intelligent creatures sneaking up on you, to animals which might potentially attack if they stumble upon you by accident), it alerts you mentally, provided you are within 120 feet, and is then discharged.

Utter Determination

2nd-level abjuration

Casting Time: 1 action Range: Self Components: V ,S Duration: five rounds

You ignore the dead, dying, exhaustion, and/or unconscious conditions. You are also immune to all healing spells and effects and even temporary hit points. At the end of this spell's duration, you suffer the cumulative effects of all the conditions you were ignoring.

Utter Failure

2nd-level enchantment

Your touch fills a target creature with melancholy feelings of inferiority. The target must make a Charisma saving throw. If the target fails it takes a -10 penalty on its next attack roll. Additionally, the target automatically misses if its next attack is against a target with cover, concealment such as darkness or fog, or if the target has disadvantage from any other effect. The spell discharges immediately after either effect.

Vertigo

2nd-level illusion

A twisting distortion of perceptions occurs, sickening creatures within 10-feet of a point in range. Roll 10d8 and add your spellcasting ability modifier to determine the total number of hitpoint of creatures affected. Creatures with the fewest HD are affected first, and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Affected creatures become poisoned by the distortion, and creatures that move more than half their speed must make an additional Wisdom saving throw or fall prone. Once a creature leaves the area, it may make a Wisdom saving throw to end the condition at the end of their turns. As a bonus action on each of the caster’s turns, the caster may move the area 30 feet. A wizard or sorcerer need not utter a sound to cast this spell, but a bard must perform as a verbal component.

At Higher Levels. When you cast this at a spell slot of 3rd level or higher, the number of hit points affected increases by 2d8 per slot level above 2nd.

Wall of Shadow

2nd-level illusion

A vertical curtain of shadow appears. It is 2 feet thick, 40 feet long, and 20 feet high. and considerably opaque. It blocks line of sight for attacks and spells, and creatures within 5 feet of the other side of the wall have are considered lightly obscured, while creatures beyond 5 feet are considered heavily obscured. Passing through the wall results in shadow stuff clinging to the creature or object, and inflicts the grappled condition. Grappled creatures can attempt to break free as a move action, making a Strength(athletics) or Dexterity(acrobatics) check. The DC for this check is equal to the DC of the spell.

Water Jet

2nd-level evocation

A stream of high-pressure water erupts from your hand, extinguishing nonmagical fires of medium size or smaller (candles, torches, campfires, and other exposed flames), and dealing 3d6 bludgeoning damage to all creatures and fires in a 50 foot line. A Strength saving throw reduces damage by half, but creatures in the jet may be knocked down or pushed back if they fail their saves. A Tiny or smaller creature or unsecured object on the ground is knocked prone and blown away to the end of the jet's range. Small creatures or objects are knocked prone and blown away 1d6 x 10 feet (2d6 x 10 feet if flying), while Medium creatures are knocked prone by the force of the water, or blown away 1d4 x 10 feet if flying. A Large or larger creature suffers no additional effects from a failed save. Anything rolled along the ground by the jet takes an additional 1d6 bludgeoning damage per 10 feet moved, while flying creatures blown away take only 1d6 bludgeoning damage total.

Web Shelter

2nd-level conjuration

You create a shelter of slightly sticky webbing. You may create a hemisphere with a diameter of between 5 and 20 feet or a sphere with a diameter of between 5 and 10 feet. The shelter has a hinged door large enough to accommodate a Medium creature. The opaque walls of the shelter measure 1 inch thick and provide total cover to anyone within it.

Creatures other than the caster and those designated by her at the time of the casting touching the web shelter become grappled by the sticky fibers and must make a Strength(Athletics) or Dexterity(acrobatics) check to escape, with a DC equal to the spell's DC, or remain grappled.

The shelter is watertight and insulated with the door closed. Its surface has AC 10 and 2 hit points for every 5- foot square of web surface area. It takes normal damage from fire (not half damage like most objects) and burns as easily as wood. When the spell ends, the webbing decays rapidly and disappears.

Weltering Wave

2nd-level evocation

You cause chaotic energies to violently shake and disorient the targets of this spell. Those in a 20 foot radius of the center of the spell suffer -2 penalty on attacks, weapon damage rolls, and saving throws for 1 round and must make Strength saving throw or fall prone; the Strength saving throw is required each round a creature starts it turn or enters the area of effect.

Wildheart

2nd-level transmutation

You are able to tap into the ancient, terrible might of nature, granting the subject of the spell a +2 bonus to Strength, Dexterity, and Constitution saves and checks. It also gains an increase of 10 feet to base speed for all its natural movement modes (but not those granted by a spell or effect, such as fly).

Change Material

2nd-level transmutation (ritual)

You convert one common material into another material of equal or lesser mass and value.

At Higher Levels. When you cast this spell using a 4th or 5th level spell slot, you can convert an uncommon material the same way. When you cast this spell using a 6th or 7th level spell slot, you can convert a rare material the same way. When you cast this spell using an 8th or 9th level spell slot, you can convert a very rare material the same way.

Conjure Tool

2nd-level conjuration (ritual)

You conjure an artisan tool of your choice. It is magical in nature, but serves as a nonmagical version of that artisan tool for the duration.