Level 2: Difference between revisions

951 bytes added ,  20:02, 9 January 2023
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=== Fortune's Favor ===
{| class="wikitable"
{| class="wikitable"
|+ Fortune's Favor (Bard, Cleric, Sorcerer, Warlock)
|+
|-
|-
| Level: 2 || Casting Time: 1 Minute || Divination
| Level: 2 || Casting Time: 1 Minute || Divination || Bard, Cleric, Sorcerer, Warlock
|-
|-
| Range: 60ft || Duration: 1 Hour || Components: VSM (a white pearl worth at least 100GP, which the spell consumes)
| Range: 60ft || Duration: 1 Hour || Components: VSM (a white pearl worth at least 100GP, which the Spell consumes) || Arcane
|}
|}
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.<br>
You impart latent luck to one willing creature that you can see within Range. Whenever the target makes an Attack Roll, Ability Check, or Saving Throw, or an Attack Roll is made against the target before the Spell ends, it can instead end this Spell's effect on it to have the Attack Roll, Ability Check, or Saving Throw be made twice, choosing which result to take place.<br>
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.
:'''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.
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=== G-L ===
=== Gale Weapons ===
{| class="wikitable"
{| class="wikitable"
|+ Gale Weapons  (Artificer, Cleric, Maledictor, Paladin, Warlock)
|+
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Cleric, Maledictor, Paladin, Warlock
|-
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS || Arcane, Divine
|}
|}
One or two weapons that you are holding are enveloped in small whirlwinds. For the duration, the weapons are magical if they weren't already, and they also have a +1 bonus to damage rolls. This effect is suppressed for a weapon while you aren't holding it.
One or two Weapons that you are holding are enveloped in small whirlwinds. For the Duration, the Weapons become magical if they weren't already, and they also gain a +1 bonus to Damage Rolls. This effect is suppressed for a Weapon while you aren't wielding it.<br>
In addition, if you use an affected weapon to make a weapon attack on your turn, the attack gains benefits based on whether it is melee or ranged<br>
Additionally, if you make an Attack with one of the affected Weapons, it gains benefits based on whether the Weapon is a [[Armor and Weapons#Simple Melee Weapons|Melee]] or [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]]:
'''Melee.''' The attack's reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon's normal reach.<br>
*'''Melee.''' The Attack's Reach is tripled, but it counts as both a Melee Weapon Attack and a Ranged Spell Attack if it is made outside the Weapon's normal Reach.
'''Ranged.''' The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one ofyour free hands at the end of your turn if it has the thrown property.
*'''Ranged.''' The Attack ignores Disadvantage caused by making an Attack and Long Range, being underwater, or the effects of wind, and you can cause the Weapon to return to one of your free hands a the end of your turn as a Free Action if you are not wielding it.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the bonus to Attack and Damage Rolls increases by 1 for every two Slot Levels above 2nd.
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=== Gentle Repose ===
{| class="wikitable"
{| class="wikitable"
|+ Gentle Repose  (Cleric, Shaman, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Necromancy
| Level: 2 || Casting Time: 1 Action (Ritual) || Necromancy || Cleric, Shaman, Wizard
|-
|-
| Range: Touch || Duration: 10 Days || Components: VSM (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
| Range: Touch || Duration: 10 Days || Components: VSM (a pinch of salt and one copper coin worth 1CP each placed on each of the corpse's eyes, which must remain there for the Duration) || Divine
|}
|}
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.<br>
You touch a corpse or other remains. For the Duration, the target is protected from decay and can't be raised as an Undead.<br>
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.
The Spell also extends the time limit on resurrecting the target from the dead.<br>
'''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 Days for every Slot Level above 2nd. When you can this Spell at 9th Level, the Duration of the Spell increases to Until Dispelled.
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| Level: 2 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard
| Level: 2 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a small, straight, piece of iron)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a small, straight, piece of iron) || Arcane
|}
|}
Choose a Humanoid that you can see within Range, it makes a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Paralyzed|Paralyzed]] for the Duration. At the end of each of its turns, the target can repeat the Save. On a successful Save, the Spell ends on the target.<br>
Choose a Humanoid that you can see within Range, it makes a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Paralyzed|Paralyzed]] for the Duration. At the end of each of its turns, the target can repeat the Save. On a successful Save, the Spell ends on the target.<br>
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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.
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.


 
=== Prayer of Healing ===
{| class="wikitable"
{| class="wikitable"
|+ Prayer of Healing (Cleric, Shaman)
|+
|-
|-
| Level: 2 || Casting Time: 10 Minutes || Necromancy
| Level: 2 || Casting Time: 10 Minutes || Necromancy || Cleric, Shaman
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| Range: 30ft || Duration: Instant || Components: V
| Range: 30ft || Duration: Instant || Components: V || Divine
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|}
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.
Up to six creatures of your choice that you can see within Range each regain a number of Hit Points equal to 2d8 + your Spellcasting Ability Modifier. This Spell has no effect on Undead or Constructs.<br>
:'''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.
'''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.
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=== Protection from Poison ===
=== Protection from Poison ===
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:'''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.
:'''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.


 
=== Silence ===
{| class="wikitable"
{| class="wikitable"
|+ Silence (Bard, Cleric, Maledictor)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Illusion
| Level: 2 || Casting Time: 1 Action (Ritual) || Illusion || Bard, Cleric, Maledictor
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|-
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS || Arcane
|}
|}
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 20ft 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 [[Conditions#Deafened|Deafened]] while entirely inside it. Casting a Spell that includes a Verbal Component is impossible there.
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=== Skywrite ===
=== Skywrite ===
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=== Spiritual Weapon ===
{| class="wikitable"
{| class="wikitable"
|+ Spiritual Weapon (Cleric)
|+
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Evocation
| Level: 2 || Casting Time: 1 Bonus Action || Evocation || Cleric
|-
|-
| Range: 60ft || Duration: 1 Minute || Components: VS
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS || Divine
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|}
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.<br>
You create a floating, spectral Weapon within Range until the Spell ends. When you cast the Spell, and as a Bonus Action on subsequent turns, you can move the Weapon up to 20ft and make a Melee Spell Attack targeting a creature within 5ft of the Weapon. On a hit, the target takes Force Damage equal to 1d8 + your Spellcasting Ability Modifier.<br>
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.<br>
'''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.
The weapon can take whatever form you choose.
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:'''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.


=== Suggestion ===
=== Suggestion ===
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:'''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.
:'''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.


 
=== Warding Bond ===
{| class="wikitable"
{| class="wikitable"
|+ Warding Bond (Cleric, Maledictor)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
| Level: 2 || Casting Time: 1 Action || Abjuration || Cleric
|-
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a pair of platinum rings worth at least 50GP each, which you and the target must wear for the duration)
| Range: Touch || Duration: 1 Hour || Components: VSM (a pair of platinum rings worth at least 50GP each, which you and the target must wear for the duration) || Divine
|}
|}
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.<br>
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 60ft 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.<br>
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 are more than 60ft away from the target. The Spell also ends if you or the target cast the Spell again, or another creature casts the Spell on either you or the target. you can also dismiss the Spell as a Free Action.<br>
'''At Higher Levels.''' When you cast the Spell using a Spell Slot of 3rd Level or higher, you can be 30ft farther away from the target without the Spell ending for each Slot Level above 2nd. When you cast the Spell using a Spell Slot of 4th Level or higher, the bonus to the target's AC and Saving Throws increases by 1 for every two Slot Levels above 2nd.
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=== Warding Wind ===
=== Warding Wind ===
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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.
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 ===
{| class="wikitable"
{| class="wikitable"
|+ Zone of Truth (Bard, Cleric, Maledictor, Paladin)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
| Level: 2 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Maledictor, Paladin
|-
|-
| Range: 60ft || Duration: 10 Minutes || Components: VS
| Range: 60ft || Duration: 10 Minutes || Components: VS || Divine
|}
|}
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.<br>
You create a 15ft Radius Sphere centered on a point of your choice within Range that guards against deception. Until the Spell ends, a creature that enters the Spell's area for the first time on a turn or starts its turn there makes a Charisma Saving Throw, a creature can choose to fail this Save. On a failed Save, a creature cannot deliberately verbally lie while within the area of the Spell. You know whether each creature succeeded or failed the Save.<br>
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 void answering questions tow which it would normally reason with a lie if it chooses. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the Radius of the Sphere increases by 5ft and the Duration increases by 10 Minutes for each Slot Level above 2nd.
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= Uncommon Spells =
= Uncommon Spells =