Level 2: Difference between revisions

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When casting this Spell, you must plant the Material Components in soil. When you do, at the end of the casting, a large beanstalk rises up to a height of 100ft from the ground. Its strong enough to support Huge or smaller creatures weighing no more than 2,000lbs total, and has enough handholds and footholds that it can be climbed as if it were a knotted rope, requiring a DC5 Strength (Athletics) Check. When the Spell ends, the beanstalk withers and dies at an accelerated rate, leaving nothing more than a pile of compost behind.<br>
When casting this Spell, you must plant the Material Components in soil. When you do, at the end of the casting, a large beanstalk rises up to a height of 100ft from the ground. Its strong enough to support Huge or smaller creatures weighing no more than 2,000lbs total, and has enough handholds and footholds that it can be climbed as if it were a knotted rope, requiring a DC5 Strength (Athletics) Check. When the Spell ends, the beanstalk withers and dies at an accelerated rate, leaving nothing more than a pile of compost behind.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or Higher, the beanstalk grows an additional 5ft for each Slot Level above 2nd.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or Higher, the beanstalk grows an additional 50ft for each Slot Level above 2nd.
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| Range: 300ft || Duration: 1 Minute (Concentration) || Components: V || Arcane, Primal
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: V || Arcane, Primal
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Choose one creature you can see within Range. Yellow strips of magical energy loop around the creature, forcing it to make a Strength Saving Throw. On a failed Save, the target's Flying Speed (if any) is reduced to 0 for the Spell's Duration. An airborne creature affected by this Spell descends safely at a rate of 60ft per Round until it reaches the ground or the Spell ends.
Choose one creature you can see within Range. Yellow strips of magical energy loop around the creature, forcing it to make a Strength Saving Throw. On a failed Save, the target's Flying Speed (if any) is reduced to 0 for the Spell's Duration. An airborne creature affected by this Spell descends safely at a rate of 60ft per Round until it reaches the ground or the Spell ends.<br>
'''At Higher Levels.''' When you cast this Spell at 3rd Level or higher, you can target one additional creature that you can see within Range for each Slot Level above 2nd.
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| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a leaf of sumac) || Primal
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a leaf of sumac) || Primal
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You evoke a fiery blade in one of your free hands. The blade is similar in size and shape of a Shortsword and lasts until the Spell ends. It counts as a Simple Melee Weapon with which you are Proficient and deals 2d10 Fire Damage on a hit and has the Finesse and Light. If the target is wearing metal or a flammable material, the Spell deals an additional 1d10 Fire Damage. If you drop the Weapon, it dissipates at the end of the turn. Afterwards, you can use a Bonus Action to cause the sword to reappear in your hand.<br>
You evoke a fiery blade in one of your free hands. The blade is similar in size and shape of a Shortsword and lasts until the Spell ends. It counts as a Simple Melee Weapon with which you are Proficient, and deals 2d10 Fire Damage on a hit and has the Finesse and Light. If the target is wearing metal or a flammable material, the Spell deals an additional 1d10 Fire Damage. If you drop the Weapon, it dissipates at the end of the turn. Afterwards, you can use a Bonus Action to cause the sword to reappear in your hand.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd or 4th Level, the Weapon deals 3d10 Fire Damage on a hit. When you cast it using a 5th or 6th Level Spell Slot, the Weapon deals 4d10 Fire Damage on a hit. If you cast it at 7th or 8th Level, the Weapon deals 5d10 Fire Damage on a hit. If you cast the Spell at 9th Level, the Weapon deals 6d12 Damage on a hit and the additional Fire Damage dealt if the target is wearing metal or a flammable material equals 1d12.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd or 4th Level, the Weapon deals 3d10 Fire Damage on a hit. When you cast it using a 5th or 6th Level Spell Slot, the Weapon deals 4d10 Fire Damage on a hit. If you cast it at 7th or 8th Level, the Weapon deals 5d10 Fire Damage on a hit. If you cast the Spell at 9th Level, the Weapon deals 6d12 Fire Damage on a hit and the additional Fire Damage dealt if the target is wearing metal or a flammable material equals 1d12.
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Any creature in the area is [[Conditions#Slowed|Slowed]] while moving closer to you.<br>
Any creature in the area is [[Conditions#Slowed|Slowed]] while moving closer to you.<br>
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% chance to extinguish them.<br>
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% chance to extinguish them.<br>
As a Bonus Action on each of your turns before the Spell ends, you can change the direction in which the line emanates from you.
As a Bonus Action on each of your turns before the Spell ends, you can change the direction in which the line emanates from you.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, creatures are pushed an additional 5ft and the length of the line increases by 10ft for every two Slot Levels above 2nd
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| Range: Touch || Duration: Instant || Components: VS || Divine
| Range: Touch || Duration: Instant || Components: VS || Divine
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You touch a creature and end either one disease or one Condition afflicting it. The Condition can be [[Conditions#Blinded|Blinded]], [[Conditions#Deafened|Deafened]], [[Conditions#Paralyzed|Paralyzed]], or [[Conditions#Poisoned|Poisoned]].
You touch a creature and end either one disease or one Condition afflicting it. The Condition can be [[Conditions#Blinded|Blinded]], [[Conditions#Deafened|Deafened]], [[Conditions#Paralyzed|Paralyzed]], or [[Conditions#Poisoned|Poisoned]].<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can either target one additional creature or end an additional disease or Condition afflicting the targets for each Slot Level above 2nd.
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Anything inside the extradimensional space drops out when the spell ends.
Anything inside the extradimensional space drops out when the spell ends.


=== S-Z ===
{| class="wikitable"
{| class="wikitable"
|+ Scorching Ray (Shaman, Sorcerer, Wizard)
|+ Scorching Ray (Shaman, Sorcerer, Wizard)
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For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Second Ward. Creatures, dreams, and objects in the Second Ward appear ghostly and translucent.
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Second Ward. Creatures, dreams, and objects in the Second Ward appear ghostly and translucent.


 
=== Shadow Blade ===
{| class="wikitable"
{| class="wikitable"
|+ Shadow Blade (Maledictor, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Illusion
| Level: 2 || Casting Time: 1 Bonus Action || Illusion || Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS || Arcane
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|}
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.<br>
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magical blade lasts until the Spell ends. It counts as a Simple Melee Weapon with which you are Proficient, and deals 2d8 Psychic Damage on a hit and has the Finesse, Light, and Thrown (20/60) Properties. If the target of your Attack with the blade is in Dim Light or Darkness, you have Advantage on the Attack.<br>
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.
If you drop or throw the Weapon, it dissipates at the end of the turn. Afterwards, you can use a Bonus Action to cause the sword to reappear in your hand.<br>
:'''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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd or 4th Level, the Weapon deals 3d8 Psychic Damage on a hit. When you cast it using a 5th or 6th Level Spell Slot, the Weapon deals 4d8 Psychic Damage on a hit. If you cast it at 7th or 8th Level, the Weapon deals 5d8 Psychic Damage on a hit. If you cast the Spell at 9th Level, the Weapon deals 6d10 Psychic Damage on a hit.
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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.
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.


 
=== Skywrite ===
{| class="wikitable"
{| class="wikitable"
|+ Skywrite (Artificer, Bard, Druid, Shaman, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Transmutation
| Level: 2 || Casting Time: 1 Action (Ritual) || Transmutation || Artificer, Bard, Druid, Shaman, Wizard
|-
|-
| Range: Sight || Duration: 1 Hour || Components: VS
| Range: Sight || Duration: 1 Hour || Components: VS || Arcane, Primal
|}
|}
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.
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.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can cause up to five more words to appear and the Duration increases by 1 hour for each Slot Level above 2nd.
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=== Snowball Swarm ===
{| class="wikitable"
{| class="wikitable"
|+ Snowball Swarm (Bard, Druid, Shaman, Sorcerer, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 2 || Casting Time: 1 Action || Evocation || Bard, Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 90ft || Duration: 1 Hour || Components: VSM (a piece of ice or a small white rock chip)
| Range: 90ft || Duration: Instant || Components: VSM (a piece of ice or a small white rock chip) || Primal
|}
|}
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 5d6 Cold Damage on a failed save, or half as much damage on a successful one.
A flurry of magic snowballs erupts from a point you choose within Range. Each creature in a 5ft Radius Sphere centered on that point make a Dexterity Saving Throw. On a failed Save, a creature takes 5d6 Cold Damage, or half as much Damage on a successful Save.<br>
:'''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.
'''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.
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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.
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.


 
=== Spike Growth ===
{| class="wikitable"
{| class="wikitable"
|+ Spike Growth (Druid, Shaman)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation || Druid, Shaman
|-
|-
| Range: 150ft || Duration: 10 Minutes (Concentration) || Components: VSM (seven sharp thorns or seven small twigs, each sharpened to a point)
| Range: 150ft || Duration: 10 Minutes (Concentration) || Components: VSM (seven sharp thorns or seven small twigs, each sharpened to a point) || Primal
|}
|}
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.<br>
The ground in a 20ft Radius centered on a point you choice 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 5ft it travels.<br>
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.
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, recognizing the terrain as hazardous on a successful Check.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Damage increases by 1d4 for every two Slot Levels above 2nd.
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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.
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.


 
=== Warding Wind ===
{| class="wikitable"
{| class="wikitable"
|+ Warding Wind (Artificer, Bard, Druid, Shaman, Sorcerer, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 2 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 10 Emanation || Duration: 10 Minutes || Components: V
| Range: 10ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: V || Primal
|}
|}
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:
A strong wind (20 Miles per hour) blows around you which lasts for the Spell's Duration. The wind has the following effects:
*It deafens you and other creatures in its area.
*It [[Conditions#Deafened|Deafens]] you and other creatures in the area.
*It extinguishes unprotected flames in its area that are torch-sized or smaller.
*It extinguishes unprotected flames in the area that are torch-sized or smaller.
*It hedges out vapor, gas, and fog that can be dispersed by strong wind.
*It hedges out vapor, gas, and fog that can be dispersed by strong wind.
*The area is difficult terrain for creatures other than you.
*The area is Difficult Terrain for all other creatures.
*The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
*Ranged Attacks have Disadvantage if the Attack passes in, through, or out of the wind.
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the Range of the Emanation increases by 5ft for each Slot Level above 2nd.
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=== Web ===
{| class="wikitable"
{| class="wikitable"
|+ Web (Artificer, Druid, Shaman, Sorcerer, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
| Level: 2 || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a bit of spiderweb)
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a bit of spiderweb) || Arcane, Primal
|}
|}
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.<br>
You conjure a mass of thick, sticky webbing at a point of your choice within Range. The webs fill a 20ft Cube from that point for the Duration. The webs are Difficult Terrain and Lightly Obscure the area.<br>
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.<br>
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 5ft.<br>
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.<br>
Each creature that starts its turn in the webs or that enters them for the first time on its turn makes a Dexterity Saving Throw. On a failed Save, the creature is [[Conditions#Retrained|Restrained]] until the Spell ends.<br>
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.<br>
A creature [[Conditions#Retrained|Restrained]] in this way or a creature that can reach one, can use its Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Check, the creature is no longer [[Conditions#Retrained|Restrained]].<br>
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.
The webs are flammable. Any 5ft 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.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the size of the Cube increases by 5ft for every two Slot Levels above 2nd.
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=== Wither and Bloom ===
{| class="wikitable"
{| class="wikitable"
|+ Wither and Bloom (Druid, Shaman, Sorcerer, Wizard)
|+ Wither and Bloom (Druid, Shaman, Sorcerer, Wizard)
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An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.


=== Uncommon Spells ===
= Uncommon Spells =
 
{| class="wikitable"
{| class="wikitable"
|+ Artham's Ballad
|+ Artham's Ballad