Level 2: Difference between revisions

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== Level 2 ==
= Level 2 Spells =
=== A-C ===
 
{| class="wikitable"
{| class="wikitable"
|+ Acid Arrow (Shaman, Wizard)
|+ Acid Arrow (Artificer, Shaman, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 2 || Casting Time: 1 Action || Evocation
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:'''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 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 (both initial and later) increases by 1d6 for each slot level above 2nd.


 
=== Aid ===
{| class="wikitable"
{| class="wikitable"
|+ Aid (Cleric, Maledictor, Paladin)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
| Level: 2 || Casting Time: 1 Action || Abjuration || Artificer, Cleric, Maledictor, Paladin
|-
|-
| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny strip of white cloth)
| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny strip of white cloth) || Divine
|}
|}
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.
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.<br>
:'''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.
'''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.
 
<br><br>
 
{| class="wikitable"
|+ Air Bubble (Druid, Shaman, Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 24 Hours || Components: S
|}
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.
 


{| class="wikitable"
{| class="wikitable"
|+ Air Strike Shield (Maledictor, Paladin, Sorcerer, Warlock, Wizard)
|+ Air Strike Shield (Artificer, Maledictor, Paladin, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Abjuration
| Level: 2 || Casting Time: 1 Bonus Action || Abjuration
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{| class="wikitable"
{| class="wikitable"
|+ Alter Self (Shaman, Sorcerer, Wizard)
|+ Alter Self
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation || Artificer, Shaman, Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: VS
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: VS || ARcnae
|}
|}
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.<br>
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.<br>
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'''Natural Weapons.''' You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
'''Natural Weapons.''' You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.


 
=== Animal Messenger ===
{| class="wikitable"
{| class="wikitable"
|+ Animal Messenger (Bard, Druid, Shaman)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Enchantment
| Level: 2 || Casting Time: 1 Action (Ritual) || Enchantment || Bard, Druid, Shaman
|-
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food)
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food) || Primal
|}
|}
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.<br>
By means of this Spell, you use an animal to deliver a message. Choose a Tiny Beast you can see within range. 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 in 24 hours for a flying messenger, or 25 miles in the same time for other animals.<br>
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.
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.<br>
:'''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.
'''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.
 
<br><br>


{| class="wikitable"
{| class="wikitable"
|+ Arcane Lock (Wizard)
|+ Arcane Lock (Artificer, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
| Level: 2 || Casting Time: 1 Action || Abjuration
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'''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.
'''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.


 
=== Ashen Memory ===
{| class="wikitable"
{| class="wikitable"
|+ Ashen Memory (Druid, Maledictor, Shaman)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Divination
| Level: 2 || Casting Time: 1 Action || Divination || Druid, Maledictor, Shaman
|-
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a bit of powdered dust)
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a bit of powdered dust) || Primal
|}
|}
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 DM determines the details of what is revealed.
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 DM determines the details of what is revealed.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you see a vision of another significant event that occurred in the area while the fire was burning for each Slot Level above 2nd.
<br><br>


=== Augmenting Wall ===
{| class="wikitable"
{| class="wikitable"
|+ Augmenting Wall (Bard, Druid)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 2 || Casting Time: 1 Action || Evocation || Bard, Druid
|-
|-
| Range: 60ft || Duration: Instant || Components: V
| Range: 60ft || Duration: 1 Hour || Components: V || Arcane
|}
|}
You create a wall of faintly shimmering elemental energy at a point you choose within range that is 20ft high and 20ft across. Upon casting this spell choose either acid, cold, fire, or lightning. Any attacks that pass through the augmenting wall deal additional damage of the type you chose equal to 1d6. You can also limit the wall so only attacks passing through one side of the wall are augmented while attacks passing through from the other side remain unaffected.
You create a wall of faintly shimmering elemental energy at a point you choose within Range that is 20ft high and 20ft across that lasts until the Spell ends. Upon casting this Spell choose either Acid, cold, Fire, Lightning, Poison, or Thunder. Any Attacks that pass through the augmenting wall deal additional Damage of the Type you chose equal to 1d6. You can also limit the wall so only Attacks passing through one side of the wall are augmented while Attacks passing through from the other side remain unaffected.<br>
:'''At Higher Levels.''' If you cast this spell using a spell slot of 3rd level or higher, the additional damage increases by 1d6 for each slot level above 2nd.
'''At Higher Levels.''' If you cast this Spell using a Spell Slot of 3rd Level or higher, the additional Damage increases by 1d6 for each Slot Level above 2nd.
 
<br><br>


=== Augury ===
{| class="wikitable"
{| class="wikitable"
|+ Augury (Cleric, Shaman)
|+
|-
|-
| Level: 2 || Casting Time: 1 Minute (Ritual) || Divination
| Level: 2 || Casting Time: 1 Minute (Ritual) || Divination || Cleric, Shaman
|-
|-
| Range: Self || Duration: Instant || Components: VSM (specially marked sticks, bones, or similar tokens worth at least 25GP)
| Range: Self || Duration: Instant || Components: VSM (specially marked sticks, bones, or similar tokens worth at least 25GP)|| Divine
|}
|}
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:<br>
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:
'''Weal.''' for good results<br>
*'''Weal.''' for good results.
'''Woe.''' for bad results<br>
*'''Woe.''' for bad results.
'''Weal and woe.''' for both good and bad results<br>
*'''Weal and woe.''' for both good and bad results.<br>
'''Nothing.''' for results that aren't especially good or bad<br>
*'''Nothing.''' for results that aren't especially good or bad.<br>
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.<br>
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.<br>
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.
If you cast the Spell two or more times before completing your next Long Rest, there is a cumulative 25% chance for each casting after the first that you get a random reading. The DM makes this roll in secret.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, You can cast the Spell an additional time before increasing the chance of the Spell producing a random reading for each Slot Level above 2nd.
<br><br>


=== Barkskin ===
{| class="wikitable"
{| class="wikitable"
|+ Barkskin (Druid, Shaman)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation || Druid, Shaman
|-
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (a handful of oak bark)
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (a handful of oak bark) || Primal
|}
|}
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.
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 and Weapons#Armor|Armor]] it is wearing.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the target's minimum AC is increases by 1 for every two Slot Levels above 2nd.
<br><br>


=== Beanstalk ===
{| class="wikitable"
{| class="wikitable"
|+ Beanstalk (Druid)
|+
|-
|-
| Level: 2 || Casting Time: 1 Minute || Conjuration
| Level: 2 || Casting Time: 1 Minute || Conjuration || Druid
|-
|-
| Range: Touch || Duration: 24 Hours || Components: VM (a handful of beans)
| Range: Touch || Duration: 24 Hours || Components: VM (a handful of beans) || Primal
|}
|}
When casting this spell, you must plant the material components in soil. When you do, at the end of casting, a large beanstalk rises up 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 (Climb DC5). At the end of the spells' duration, the beanstalk withers and dies at an accelerated rate, leaving nothing more than a pile of compost.
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 with a 3rd level spell slot or above, the beanstalk grows for an additional 50ft for each slot level about 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.
 
<br><br>


=== Beast Sense ===
{| class="wikitable"
{| class="wikitable"
|+ Beast Sense (Druid, Shaman)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination || Druid, Shaman
|-
|-
| Range: Touch || Duration: 1 Hour || Components: S
| Range: Touch || Duration: 1 Hour || Components: S || Primal
|}
|}
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. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
You touch a willing Beast. Until the Spell ends, you can use your Action to see through the Beast's senses, and continue to do so until you use your Action to return to your normal senses. While perceiving through the Beast's senses, you gain the benefits of any special senses possessed by that creature, though you are [[Conditions#Blinded|Blinded]] and [[Conditions#Deafened|Deafened]] to your own surroundings.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target an additional willing Beast for each Slot Level above 2nd.
<br><br>


=== Bestow Proficiency ===
{| class="wikitable"
{| class="wikitable"
|+ Bestow Proficiency (Bard, Cleric, Paladin)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
| Level: 2 || Casting Time: 1 Action || Enchantment || Artificer, Bard, Cleric, Paladin
|-
|-
| Range: Touch || Duration: 8 Hours || Components: V
| Range: Touch || Duration: 8 Hours || Components: S || Arcane
|}
|}
You touch a willing creature. Choose a skill, tool, weapon, or language proficiency you are proficient with, the target gains proficiency with the chosen proficiency for the duration.
You touch a willing creature. Choose a Skill, Tool, Weapon, or Language Proficiency you are Proficient with, the target gains Proficiency with the chosen Proficiency for the Duration.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can grant the target an additional Proficiency for each Slot Level above 2nd.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Billowing Skirt (Sorcerer, Wizard)
|+ Billowing Skirt (Artificer, Sorcerer, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination
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{| class="wikitable"
{| class="wikitable"
|+ Binding Ice (Shaman, Sorcerer, Wizard)
|+ Binding Ice (Artificer, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 2 || Casting Time: 1 Action || Evocation
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:'''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.
:'''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.


=== Blindness/Deafness ===
{| class="wikitable"
|+
|-
| Level: 2 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Maledictor, Shaman, Sorcerer, Wizard
|-
| Range: 30ft || Duration: 1 Minute || Components: V || Arcane
|}
You can [[Conditions#Blinded|Blind]] or [[Conditions#Deafened|Deafen]] a foe. Choose one creature that you can see within Range, it makes a Constitution Saving Throw. On a failed Save, the target is [[Conditions#Blinded|Blinded]] or [[Conditions#Deafened|Deafened]] (your choice) for the Duration. While [[Conditions#Blinded|Blinded]] or [[Conditions#Deafened|Deafened]] in this way, a creature repeats the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save.<br>
'''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.
<br><br>


{| class="wikitable"
{| class="wikitable"
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{| class="wikitable"
{| class="wikitable"
|+ Blur (Maledictor, Sorcerer, Wizard)
|+ Blur (Artificer, Maledictor, Sorcerer, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Illusion
| Level: 2 || Casting Time: 1 Action || Illusion
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|+
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Enchantment || Bard, Maledictor, Sorcerer, Warlock, Wizard
| Level: 2 || Casting Time: 1 Action || Enchantment || Artificer, Bard, Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Round || Components: V || Arcane
| Range: 60ft || Duration: 1 Round || Components: V || Arcane
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<br><br>
<br><br>


 
=== Calm Emotions ===
{| class="wikitable"
{| class="wikitable"
|+ Calm Emotions (Bard, Cleric)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
| Level: 2 || Casting Time: 1 Action || Enchantment || Bard, Cleric
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS || Divine
|}
|}
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.<br>
You attempt to suppress strong emotions in a group of people. Each creature in a 20ft Radius Sphere centered on a point you choose within Range make a Charisma Saving Throw, a creature can choose to fail this Save. On failed Save, choose one of the following two effects for each creature:
'''Focus.''' 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.<br>
*'''Focus.''' You can suppress any effect causing a target to be [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]]. When this Spell ends, any suppressed effect resumes, provided that its Duration has not expired in the meantime.
'''Suppress.''' 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.
*'''Suppress.''' 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.
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the Duration increases by 1 Minute and the Radius of the Sphere increases by 5ft for each Slot Level above 2nd.
<br><br>


=== Cape of Wasps ===
{| class="wikitable"
{| class="wikitable"
|+ Cape of Wasps (Druid)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
| Level: 2 || Casting Time: 1 Action || Conjuration || Druid
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS || Primal
|}
|}
You summon a wasp swarm which harmlessly fills your space. The dense cloud gives Ranged Attack rolls against you disadvantage. Any creature that hits you with a Melee Attack takes 2d6 Poison Damage. You also have a Flying Speed of 20ft, however while flying, you do not gain the previous benefits of this spell.
You summon a wasp swarm which harmlessly fills your space. The dense cloud gives Ranged Attacks against you Disadvantage. Any creature that hits you with a Melee Attack takes 2d6 Poison Damage. You also have a Flying Speed of 20ft, however while flying, you do not gain the previous benefits of this spell.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the Damage dealt to Melee Attackers increases by 1d6 and the Flying Speed increases by 10ft for each Slot Level above 2nd.




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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 2d4 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 2d4 for each slot level above 2nd.


 
=== Continual Flame ===
{| class="wikitable"
{| class="wikitable"
|+ Continual Flame (Cleric, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Evocation
| Level: 2 || Casting Time: 1 Hour (Ritual) || Evocation || Artificer, Cleric, Wizard
|-
|-
| Range: Touch || Duration: Until Dispelled || Components: VSM (ruby dust worth 50GP, which the spell consumes)
| Range: Touch || Duration: Until Dispelled || Components: VSM (a bit of ruby dust) || Arcane
|}
|}
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.
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.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can touch an additional object to cause a flame to spring forth for each Slot Level above 2nd.
<br><br>


=== Crown of Madness ===
=== Crown of Madness ===
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<br><br>
<br><br>


=== D-F ===
{| class="wikitable"
{| class="wikitable"
|+ Darkness (Maledictor, Sorcerer, Warlock, Wizard)
|+ Darkness (Maledictor, Sorcerer, Warlock, Wizard)
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{| class="wikitable"
{| class="wikitable"
|+ Darkvision (Bard, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
|+ Darkvision (Artificer, Bard, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation
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You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature treats darkness and dim light within 120 feet of it as bright light.
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature treats darkness and dim light within 120 feet of it as bright light.


 
=== Demand Offering ===
{| class="wikitable"
{| class="wikitable"
|+ Demand Offering (Bard, Cleric, Maledictor, Paladin)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
| Level: 2 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Maledictor, Paladin
|-
|-
| Range: Touch || Duration: Instant || Components: V
| Range: Touch || Duration: Instant || Components: V || Divine
|}
|}
You reach out and touch a creature holding one or more items, forcing it to make a Wisdom Saving Throw. On a failure, the target uses its reaction to hand you the objects it's holding.
You touch a creature holding one or more items, forcing it to make a Wisdom Saving Throw. On a failed Save, the target uses its Reaction to hand you the objects it's holding.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you can target an additional creature within Range for every two Slot Level above 2nd.
<br><br>




Line 343: Line 359:
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.
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.


 
=== Dive ===
{| class="wikitable"
{| class="wikitable"
|+ Dive (Druid, Shaman, Sorcerer, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation || Artificer, Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (fish scales and a sea shell)
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (fish scales and a sea shell) || Arcane, Primal
|}
|}
You touch one creature and imbue it with aquatic magic, allowing it to traverse watery environments with ease. Until the spell ends, the target gains a Swimming Speed of 60ft, it can breathe underwater, and it doesn't suffer disadvantage on attack rolls for being underwater.<br>
You touch one creature and imbue it with aquatic magic, allowing it to traverse watery environments with ease. Until the Spell ends, the target gains a Swimming Speed of 60ft, it can breathe both air and water, and it doesn't suffer Disadvantage on Attack Rolls from being underwater.<br>
While the spell lasts, the target also has advantage on saving throws made to resist the dark lagoon, scalding sphere, and watery sphere spells, and it ignores any difficult terrain or obscurement caused by the presence of water (but not the effects of water currents)
Until the Spell ends, the target also has Advantage on Saving Throws made against being [[Conditions#Slowed|Slowed]] and ignores the effects of Difficult Terrain produced by liquid.<br>
:'''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
 
<br><br>


{| class="wikitable"
{| class="wikitable"
Line 377: Line 393:
:'''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.


 
=== Dragon's Voice ===
{| class="wikitable"
{| class="wikitable"
|+ Dragon's Voice (Bard, Cleric, Druid, Paladin)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation || Bard, Cleric, Druid, Paladin
|-
|-
| Range: Self || Duration: 1 Hour || Components: V
| Range: Self || Duration: 1 Hour || Components: V || Arcane
|}
|}
By magically altering the way your vocal cords create sounds, you can emulate the vocal inflections of dragons. When you make a Charisma (Persuasion) or Charisma (Deception) check while dealing with Dragons, you can treat a d20 roll of 9 or lower as a 10.
By magically altering the way your vocal cords create sounds, you can emulate the vocal inflections of dragons. When you make a Charisma (Persuasion) or Charisma (Deception) Check while interacting with Dragons, you can treat a d20 roll of 9 or lower as a 10.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target a willing creature within Touch Range, giving that creature the benefits of the Spell for the Duration. When you cast this Spell using a Spell Slot of 4th Level or higher, you can target an additional willing creature within Touch Range for each Slot Level above 3rd.
<br><br>


=== Drown ===
{| class="wikitable"
{| class="wikitable"
|+ Drown (Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
| Level: 2 || Casting Time: 1 Action || Conjuration || Artificer, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (teeth, seaweed, and seawater)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (teeth, seaweed, and seawater) || Arcane, Primal
|}
|}
You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature in range that you can see. The target must make a Strength saving throw. On a failed saving throw, the target cannot breathe or speak and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight or hearing until the spell ends. While the spell continues, the target loses 2d8 hit points at the start of each of its turns.
You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature within Range that you can see. The target makes a Strength Saving Throw. On a failed Save, the target cannot breathe or speak and has Disadvantage on Attack Rolls and on Wisdom (Perception) Checks that rely on sight or hearing until the Spell ends.<br>
At the end of each of its turns, the target can repeat the saving throw. On a success, it breaks free and the spell ends. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw.
At the start of the target's turns, it loses 2d8 Hit Points, and at the end of each of its turns it repeats the Saving Throw. On a successful Save the Spell ends. If the creature can breathe water, it automatically succeeds the Saving Throw.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 for each slot level above 2nd When you cast this spell using a spell slot of 5th level or higher, the duration increases to Concentration up to 10 minutes, and the target can only hold its breath for up to 30 seconds before suffocating.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the Hit Points lost increases by 1d8 for each Slot Level above 2nd. When you cast this Spell using a Spell Slot of 5th Level or higher, the Duration increases to 10 minutes and the target can only hold its breath for up to 30 seconds before it begins suffocating.
 
<br><br>


=== Dust Devil ===
{| class="wikitable"
{| class="wikitable"
|+ Dust Devil (Druid, Shaman, Sorcerer, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
| Level: 2 || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of dust)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of dust) || Primal
|}
|}
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.<br>
An elemental force that resembles a dust devil appears in an unoccupied space of your choice within Range. The dust devil occupies a 5ft cube and remains for the Spell's Duration.<br>
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.<br>
Any creature that ends its turn within 5ft of the dust devil makes a Strength Saving Throw. On a failed Save, the creature takes 1d8 Bludgeoning Damage and is pushed 10ft away from the dust devil. On a successful Save, the creature takes half as much damage and isn't pushed away.<br>
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.
As a Bonus Action, you can move the dust devil up to 30ft in any direction. If the dust devil moves over sand, dust, loose dirt, or small grave, it sucks up the materials and produces a 10ft Moving Emanation of debris centered on itself. This Emanation lasts until the start of your next turn and is Heavily Obscured.<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.
'''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.
 
<br><br>


=== Earthbind ===
{| class="wikitable"
{| class="wikitable"
|+ Earthbind (Druid, Shaman, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: V
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: V || Arcane, Primal
|}
|}
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 safely descends at 60 feet 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.
<br><br>


{| class="wikitable"
{| class="wikitable"
Line 435: Line 456:
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.
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.


 
=== Enhance Ability ===
{| class="wikitable"
{| class="wikitable"
|+ Enhance Ability (Bard, Cleric, Druid, Maledictor, Shaman, Sorcerer)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Cleric, Druid, Maledictor, Shaman, Sorcerer
|-
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (fur or a feather from a beast)
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (fur or a feather from a Beast) || Arcane, Primal
|}
|}
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects which the target gains until the Spell ends:
'''Bear's Endurance.''' The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
*'''Bear's Endurance.''' The target has Advantage on Constitution Checks. It also gains 2d6 Temporary Hit Points, which last until the Spell ends.
'''Bull's Strength.''' The target has advantage on Strength checks, and his or her carrying capacity doubles.
*'''Bull's Strength.''' The target has Advantage on Strength Checks, and its carrying capacity is doubled.
'''Cat's Grace.''' The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
*'''Cat's Grace.''' The target has Advantage on Dexterity Checks. It also doesn't take Damage from falling 20ft or less.
'''Eagle's Splendor.''' The target has advantage on Charisma checks.
*'''Eagle's Splendor.''' The target has Advantage on Charisma Checks.
'''Fox's Cunning.''' The target has advantage on Intelligence checks.
*'''Fox's Cunning.''' The target has Advantage on Intelligence Checks.
'''Owl's Wisdom.''' The target has advantage on Wisdom checks.
*'''Owl's Wisdom.''' The target has Advantage on Wisdom Checks.
:'''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.
 
<br><br>


{| class="wikitable"
{| class="wikitable"
|+ Enlarge/Reduce (Maledictor, Sorcerer, Wizard)
|+ Enlarge/Reduce (Artificer, Maledictor, Sorcerer, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation
Line 489: Line 510:
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.
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.


 
=== Flame Blade ===
{| class="wikitable"
{| class="wikitable"
|+ Find Traps (Cleric, Druid)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Divination
| Level: 2 || Casting Time: 1 Bonus Action || Evocation || Artificer, Druid, Shaman
|-
|-
| Range: 120ft || Duration: Instant || Components: VS
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a leaf of sumac) || Primal
|}
|}
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.<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>
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.
'''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.
 
<br><br>


=== Flaming Sphere ===
{| class="wikitable"
{| class="wikitable"
|+ Flame Blade (Druid, Shaman)
|+
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Evocation
| Level: 2 || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a leaf of sumac)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) || Primal
|}
|}
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.<br>
A 5ft 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 5ft of the Sphere makes a Dexterity Saving Throw. On a failed Save, a creature takes 2d6 Fire Damage, or half as much Damage on a successful Save.<br>
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.<br>
As a Bonus Action, you can move the Sphere up to 30ft. If you ram the Sphere into a creature during this movement, that creature makes a Dexterity Saving Throw. On a failed Save, a creature takes 2d6 Fire Damage, or half as much Damage on a successful Save.<br>
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
While moving the Sphere, you can direct it over barriers up to 5ft tall and move it across pits up to 10ft wide. The Sphere ignites flammable objects not being worn or carried, and sheds Bright Light out to a Range of 20ft, and Dim Light an additional 20ft.<br>
:'''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.
'''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.
 
<br><br>
 
{| class="wikitable"
|+ Flaming Sphere (Druid, Shaman, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron.)
|}
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.<br>
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.<br>
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.


=== Flock of Familiars ===
=== Flock of Familiars ===
Line 530: Line 540:
|+
|+
|-
|-
| Level: 2 || Casting Time: 1 Minute || Conjuration || Shaman, Warlock, Wizard
| Level: 2 || Casting Time: 1 Minute || Conjuration || Artificer, Shaman, Warlock, Wizard
|-
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS || Arcane
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS || Arcane
|}
|}
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 (fey or highlings; 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.<br>
You temporarily summon three Familiars — spirits that take animal forms of your choice. Each Familiar follows the same rules and options for a Familiar conjured by the [[Level 1#Find Familiar|Find Familiar]] Spell. All the Familiars conjured by this Spell must be the same type of creature (Fey or Highlings; your choice).<br>
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.<br>
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.<br>
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.
:'''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.
<br><br>
 


=== 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.
<br><br>


=== G-L ===
=== Gale Weapons ===
{| class="wikitable"
{| class="wikitable"
|+ Gale Weapons  (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
|}
|}
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.
<br><br>


=== 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.
<br><br>




Line 584: Line 599:
When you cast this spell, you 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.
When you cast this spell, you 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.


 
=== Gust of Wind ===
{| class="wikitable"
{| class="wikitable"
|+ Gust of Wind (Druid, Shaman, Sorcerer, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 2 || Casting Time: 1 Action || Evocation || Artificer, Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a legume seed)
| Range: 60x10ft Emanated Line || Duration: 1 Minute (Concentration) || Components: VSM (a legume seed) || Arcane, Primal
|}
|}
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.<br>
Strong wind blasts from you for the Spell's Duration. Each creature that starts its turn in the area makes a Strength Saving Throw. On a failed Save, a creature is pushed 15ft away from you.<br>
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when 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 percent 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 blasts 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
<br><br>


=== Healing Spirit ===
{| class="wikitable"
{| class="wikitable"
|+ Healing Spirit (Druid, Shaman)
|+
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration || Druid, Shaman
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS || Primal
|}
|}
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).<br>
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that you can see within Range and takes up a 5ft Cube. The spirit looks like a transparent Beast or Fey of your choice.<br>
Until the spell ends, whenever you or a creature you can see moves into the spirit’s 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. 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.<br>
Until the Spell ends, whenever you or a creature you can see moves into the spirit's 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 as a Free Action. The spirit can't heal Constructs or Undead. The spirit can restore Hit Points in this way a number of times equal to 1 + your Spellcasting Ability Modifier. After restoring Hit Points in this way that number of times, the Spell ends.<br>
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
As a Bonus Action on each of your turns until the Spell ends, you can move the spirit up to 30ft to a space you can see.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the healing 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 healing increases by 1d6 for each Slot Level above 2nd.
 
<br><br>


=== Heat Metal ===
{| class="wikitable"
{| class="wikitable"
|+ Heat Metal (Bard, Druid)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Druid
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a piece of iron and a flame)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a piece of iron and a flame) || Primal
|}
|}
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.<br>
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 deal this Damage again.<br>
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.
If a creature is holding or wearing the object and takes the Damage from it, the creature makes a Constitution Saving throw. On a failed Save, a creature throws or drops the object if it can. If it doesn't throw or drop the object, it has Disadvantage on Attack Rolls and Ability Checks until the start of its next turn.<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.
'''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.
 
<br><br>


=== Hold Person ===
{| class="wikitable"
{| class="wikitable"
|+ Hold Person (Bard, Cleric, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
| 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. 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.
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>
:'''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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target one additional Humanoid within Range for each Slot Level above 2nd.
 
<br><br>


=== Immovable Object ===
{| class="wikitable"
{| class="wikitable"
|+ Immovable Object (Bard, Druid, Warlock)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Druid, Warlock
|-
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (gold dust worth at least 25GP, which the spell consumes)
| Range: Touch || Duration: 1 Hour || Components: VSM (gold dust worth at least 25GP, which the Spell consumes) || Arcane
|}
|}
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.<br>
You touch an object that weighs no more than 10lbs 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 5ft of the object, suppresses this Spell for 1 minute.<br>
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.
If the object is fixed in the air, it can hold up to 4,000lbs of weight. More weight causes the object to fall. Otherwise, a creature can use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Check, the creature can move the object up to 10ft.<br>
:'''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.
'''At Higher Levels.''' If you cast this Spell using a Spell Slot of 3rd Level or higher, the weight the object can carry increases by 4,000lbs for each Slot Level above 2nd. If you cast this Spell using a Spell Slot of 4th Level or higher, the Duration increases to 24 Hours and the DC to move the object increases by 5 for every two Slot Levels above 2nd. If you cast this Spell using a Spell Slot of 6th Level or higher, the Duration of the Spell increases to Until Dispelled.
 
<br><br>


{| class="wikitable"
{| class="wikitable"
|+ Invisibility (Bard, Maledictor, Sorcerer, Warlock, Wizard)
|+ Invisibility (Artificer, Bard, Maledictor, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Illusion
| Level: 2 || Casting Time: 1 Action || Illusion
Line 656: Line 676:
:'''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.


 
=== Iron Spine ===
{| class="wikitable"
{| class="wikitable"
|+ Iron Spine (Bard, Cleric, Druid, Maledictor, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Cleric, Druid, Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VM (a small iron ingot)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VM (a small iron ingot) || Arcane
|}
|}
You launch an ingot of iron at a creature in range. Make a Ranged Spell Attack, on a hit, the target's skeleton or exoskeleton grows jagged shards of cold iron. The target takes 1d6 Piercing Damage for every 5ft it moves. After moving, the target has disadvantage on all Attack Rolls and Ability Checks it makes until the beginning of its next turn as metal spines stab into its flesh. At the end of the targets turns, it may make a Constitution Saving Throw, ending the effect on a success. Fey creatures make this save at disadvantage.
You launch an ingot of iron at a creature in Range. Make a Ranged Spell Attack. On a hit, the target's skeleton or exoskeleton grows jagged shards of cold iron until the Spell ends. The target takes 1d6 Piercing Damage for every 5ft it moves. After moving, the target has Disadvantage on all Attack Rolls and Ability Checks it makes until the beginning of its next turn as metal spines stab into its flesh. At the end of the target's turns, it can make a Constitution Saving Throw. On a successful Save, the Spell ends on that target. Fey have Disadvantage on this Saving Throw.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target one additional creature within Range for each Slot Level above 2nd.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Jolt of Pain (Maledictor, Shaman, Sorcerer, Warlock, Wizard)
|+ Jolt of Pain (Artificer, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 2 || Casting Time: 1 Action || Evocation
Line 680: Line 702:


{| class="wikitable"
{| class="wikitable"
|+ Kinetic Jaunt (Bard, Maledictor, Sorcerer, Wizard)
|+ Kinetic Jaunt (Artificer, Bard, Maledictor, Sorcerer, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation
Line 691: Line 713:
*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.
*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.


 
=== Knell of the Depths ===
{| class="wikitable"
{| class="wikitable"
|+ Knell of the Depths (Druid, Shaman, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 10 Minutes || Components: VS
| Range: 60ft || Duration: 10 Minutes || Components: VS || Primal
|}
|}
You invest a target with cursed elemental energy causing nearby bodies of water to roil when the target draws near and tendrils of water to drag it deeper under the waves. The target must make a Charisma Saving Throw. On a failure, it is Slowed and automatically sinks 15ft at the beginning of each of its turns when in any body of liquid.
You invest a creature of your choice within Range with cursed elemental energy causing nearby bodies of water to roil when the target draws near and tendrils of water to drag it deeper under the waves. The target makes a Charisma Saving Throw. On a failed Save, the target is [[Conditions#Slowed|Slowed]], it also sinks 15ft at the beginning of each of its turns while in any body of liquid.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell of 3rd Level or higher, you can target an additional creature within Range for each Slot Level above 2nd.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Knock (Bard, Sorcerer, Wizard)
|+ Knock (Artificer, Bard, Sorcerer, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation
Line 714: Line 738:
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.


 
=== Lesser Restoration ===
{| class="wikitable"
{| class="wikitable"
|+ Lesser Restoration (Bard, Cleric, Druid, Paladin)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
| Level: 2 || Casting Time: 1 Action || Abjuration || Artificer, Bard, Cleric, Druid, Paladin
|-
|-
| Range: Touch || Duration: Instant || Components: VS
| Range: Touch || Duration: Instant || Components: VS || Divine
|}
|}
You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or 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.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Levitate (Sorcerer, Wizard)
|+ Levitate (Artificer, Sorcerer, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation
Line 737: Line 763:




 
=== Locate Animals or Plants ===
{| class="wikitable"
{| class="wikitable"
|+ Locate Animals or Plants (Bard, Druid, Shaman)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination || Bard, Druid, Shaman
|-
|-
| Range: Self || Duration: Instant || Components: VSM (a bit of fur from a bloodhound)
| Range: Self || Duration: Instant || Components: VSM (a bit of fur from a bloodhound) || Primal
|}
|}
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.
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.<br>
 
'''At Higher Levels.''' When you cast this Spell at 3rd Level or higher, the distance you detect if the target is present increases by 5 miles, an you learn of the direction and distance of the next closest creature or Plant of that kind in the same area for each Slot Level above 2nd.
<br><br>


=== Locate Object ===
{| class="wikitable"
{| class="wikitable"
|+ Locate Object (Bard, Cleric, Druid, Maledictor, Paladin, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Divination
| Level: 2 || Casting Time: 1 Action || Divination || Bard, Cleric, Druid, Maledictor, Paladin, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a forked twig)
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a forked twig) || Arcane
|}
|}
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.<br>
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 Mile of you. If the object is in motion, you know the direction of its movement.<br>
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.<br>
The Spell can locate a specific object known to you, as long as you have seen the object while within 30ft of it. Alternatively, the Spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, Tool, or Weapon.<br>
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.
This Spell can't locate an object if any amount of lead blocks a direct path between you and the object.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the distance you you detect the object increases by 1 Mile for each Slot Level above 2nd.
<br><br>


=== M-R ===
=== Magic Mischief ===
{| class="wikitable"
{| class="wikitable"
|+ Magic Mischief (Bard, Sorcerer, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Illusion
| Level: 2 || Casting Time: 1 Action || Illusion || Bard, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: SM (a piece of crust from an apple pie)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: SM (a piece of crust from an apple pie) || Arcane
|}
|}
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll a d4 to determine the effect, and roll again at the start of each fo your turns until the spell ends.<br>
Choose a point of your choice within Range that you can see. You create a 20ft Cube centered on that point that is filled with fey and draconic magic. Roll a d4 to determine the effect, and roll again at the start of each of your turns until the Spell ends.
'''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.<br>
*'''1.''' The smell of apple pie fills the air, forcing each creature in the area to make a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Charmed|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.<br>
*'''2.''' Bouquets of flowers appear all around, forcing each creature in the area to make a Dexterity Saving Throw. On a failed Save, a creature is [[Conditions#Blinded|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.<br>
*'''3.''' Each creature in the Cube makes a Wisdom Saving Throw. On a failed Save, a creature begins giggling until the start of your next turn, causing it to be [[Conditions#Incapacitated|Incapacitated]] and spend all of its Speed moving in a random direction on its next turn.
'''4:''' Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.<br>
*'''4.''' Drops of molasses hover in the area, making it Difficult Terrain until the start of your next turn. You can move the Cube up to 10ft before you roll.<br>
You can move the cube up to 10 feet before you roll.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can increase the area of the Cube created by 10ft for each Slot Level above 2nd. When you cast this Spell using a Spell Slot of 4th Level or higher, you can cause all creatures of your choice to be unaffected by the Spell.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Magic Mouth (Bard, Wizard)
|+ Magic Mouth (Artificer, Bard, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Minute (Ritual) || Illusion
| Level: 2 || Casting Time: 1 Minute (Ritual) || Illusion
Line 786: Line 817:
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.
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.


 
=== Magic Weapon ===
{| class="wikitable"
{| class="wikitable"
|+ Magic Weapon (Maledictor, Paladin, Shaman, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Paladin, Shaman, Wizard
|-
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS || Arcane
|}
|}
You touch one weapon. Until the spell ends, those weapon becomes a magic weapon if it was not already, and has a +1 bonus to attack rolls and damage rolls.
You touch one Weapon. Until the Spell ends, that Weapon becomes magical if it was not already, and gains a +1 bonus to Attack and Damage Rolls.<br>
:'''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.
'''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.
 
<br><br>


{| class="wikitable"
{| class="wikitable"
Line 805: Line 836:
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: S
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: S
|}
|}
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.<br>
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.<br>
On subsequent turns, you can cast this spell without expending spell slots on target while you maintain concentration. Create the range of this spell as infinite for the purpose of this casting of the spell.
On subsequent turns, you can cast this spell without expending spell slots on target while you maintain concentration. Create the range of this spell as infinite for the purpose of this casting of the spell.
:'''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.
Line 834: Line 865:
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.
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.


 
=== Misty Step ===
{| class="wikitable"
{| class="wikitable"
|+ Misty Step (Bard, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration || Bard, Maledictor, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: V
| Range: Self || Duration: Instant || Components: V || Arcane, Primal
|}
|}
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Briefly surrounded by silvery mist, you teleport up to 30ft to an unoccupied space that you can see.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can teleport to a point 15ft further away for each Slot Level above 2nd.
<br><br>


=== Moonbeam ===
{| class="wikitable"
{| class="wikitable"
|+ Moonbeam (Druid)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 2 || Casting Time: 1 Action || Evocation || Druid
|-
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (several seeds of any moonseed plant and a piece of opalescent feldspar)
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (several seeds of any moonseed plant and a piece of opalescent feldspar) || Primal
|}
|}
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.<br>
A silvery beam of pale light shines down in a 40x5ft Cylinder centered on a point of your choice within Range. Until the Spell ends, the area is filled with Dim Light.<br>
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.<br>
When a creature enters the Spell's area fo the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 2d10 Radiant Damage, or half as much Damage on a successful Save.<br>
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.<br>
A shapechanger has Disadvantage on this Saving Throw. If a shapechanger fails the Save, it also instantly reverts to its original form and can't assume a different one until it is no longer in the Spell's area.<br>
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.
You can use an Action to move the Cylinder up to 60ft.<br>
:'''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.
'''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.
 
<br><br>


=== Pass Without Trace ===
{| class="wikitable"
{| class="wikitable"
|+ Pass Without Trace (Druid, Shaman)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
| Level: 2 || Casting Time: 1 Action || Abjuration || Druid, Shaman
|-
|-
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (ashes from a burned leaf of mistletoe and a sprig of spruce)
| Range: 30ft Moving Emanation || Duration: 1 Hour (Concentration) || Components: VSM (ashes from a burned leaf of mistletoe and a sprig of spruce) || Primal
|}
|}
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.
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the Duration, each creature of your choice in the Emanation gains a +10 bonus to Dexterity (Stealth) Checks, can't be tracked apart from magical means, and leaves behind on tracks or other traces of its passage.<br>
 
'''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 and the duration increases by 1 hour for each Slot Level above 2nd.
<br><br>


{| class="wikitable"
{| class="wikitable"
Line 882: Line 917:
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
|-
|-
| Range: 30ft || Duration: Instant || Components: V
| Range: 30ft || Duration: Instant || Components: V || Divine
|}
|}
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.
 
<br><br>


=== Protection from Poison ===
{| class="wikitable"
{| class="wikitable"
|+ Protection From Poison (Cleric, Druid, Paladin)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
| Level: 2 || Casting Time: 1 Action || Abjuration || Artificer, Cleric, Druid, Paladin
|-
|-
| Range: Touch || Duration: 1 Hour || Components: VS
| Range: Touch || Duration: 1 Hour || Components: VS || Divine
|}
|}
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.<br>
You touch a creature. If it is [[Conditions#Poisoned|Poisoned]], you neutralize the Poison. If more than one Poison afflicts the target, you neutralize one Poison of your choice that you know is present, or you neutralize any one at random (your choice).<br>
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to Poison damage.
For the Duration, the target has Advantage on Saving throws against being [[Conditions#Poisoned|Poisoned]], and it has Resistance to Poison Damage.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, choose to either increase the Duration of the Spell by 1 hour, target one additional creature within Range, or neutralize an additional Poison for each Slot Level above 2nd.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Pyrotechnics (Bard, Shaman, Sorcerer, Wizard)
|+ Pyrotechnics (Artificer, Bard, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Transmutation
| Level: 2 || Casting Time: 1 Action (Ritual) || Transmutation
Line 929: Line 967:


{| class="wikitable"
{| class="wikitable"
|+ Rope Trick (Bard, Wizard)
|+ Rope Trick (Artificer, Bard, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation
Line 940: Line 978:
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)
Line 951: Line 988:
:'''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.
:'''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.


 
=== See Invisibility ===
{| class="wikitable"
{| class="wikitable"
|+ See Invisibility (Bard, Maledictor, Shaman, Sorcerer, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Divination
| Level: 2 || Casting Time: 1 Action || Divination || Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard
|-
|-
| Range: 120ft || Duration: 1 Hour || Components: VSM
| Range: 120ft || Duration: 1 Hour || Components: VSM (a pinch of talc and a small sprinkling of powdered silver) || Arcane
|}
|}
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 [[Conditions#Invisible|Invisible]] creatures and objects as if they were visible, and you can also see into the Second Ward. Creatures, dreams, and objects in the Second Ward appear ghostly and translucent.<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 1 Hour for each Slot Level above 2nd.
<br><br>


=== 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
|}
|}
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.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Shatter (Bard, Shaman, Sorcerer, Warlock, Wizard)
|+ Shatter (Artificer, Bard, Shaman, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 2 || Casting Time: 1 Action || Evocation
Line 985: Line 1,025:
:'''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
|-
|-
| 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.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the Radius of the Sphere created increases by 10ft for each Slot Level above 2nd.
<br><br>


=== Skywrite ===
{| class="wikitable"
{| class="wikitable"
|+ Skywrite (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.
<br><br>


=== 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.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Spider Climb (Shaman, Sorcerer, Warlock, Wizard)
|+ Spider Climb (Artificer, Shaman, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation
Line 1,026: Line 1,071:
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.
<br><br>


=== Spiritual Weapon ===
{| class="wikitable"
{| class="wikitable"
|+ Spiritual Weapon (Cleric)
|+
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Evocation
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration || Cleric
|-
|-
| Range: 60ft || Duration: 1 Minute || Components: VS
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS || Divine
|}
|}
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.
<br><br>
:'''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 ===
{| class="wikitable"
{| class="wikitable"
|+ Suggestion (Bard, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
| Level: 2 || Casting Time: 1 Action || Enchantment || Bard, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 8 Hours (Concentration) || Components: VM (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
| Range: 30ft || Duration: 8 Hours (Concentration) || Components: VM (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) || Arcane
|}
|}
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.<br>
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 [[Conditions#Charmed|Charmed]] are unaffected by this Spell. 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, autodefenestrate, or do some other obviously harmful act ends the Spell.<br>
The target must make a Wisdom saving throw. On a failed save, it pursues 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.<br>
The target must make a Wisdom Saving Throw. On a failed Save, it pursues 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.<br>
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 performed.<br>
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 performed.<br>
If you or any of your companions damage the target, the spell ends.
If you or any of your companions Damage or harm the target, the Spell ends.<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 8 hours for each Slot Level above 2nd.
<br><br>




Line 1,085: Line 1,133:


{| class="wikitable"
{| class="wikitable"
|+ Vortex Warp (Sorcerer, Wizard)
|+ Vortex Warp (Artificer, Sorcerer, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
| Level: 2 || Casting Time: 1 Action || Conjuration
Line 1,094: Line 1,142:
:'''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 platinum ring for each creature affected by the Spell worth at least 50GP each, worn by each creature affected but the Spell) || 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. Any creature can end the Spell on itself by taking off the ring used for the Material Component of the Spell. If you take off your ring, the Spell ends.<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.
<br><br>


=== Warding Wind ===
{| class="wikitable"
{| class="wikitable"
|+ Warding Wind (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.
<br><br>


=== Web ===
{| class="wikitable"
{| class="wikitable"
|+ Web (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.
<br><br>


=== Wither and Bloom ===
{| class="wikitable"
{| class="wikitable"
|+ Wither and Bloom (Druid, Shaman, Sorcerer, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Necromancy
| Level: 2 || Casting Time: 1 Action || Necromancy || Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VSM (a withered vine twisted into a loop)
| Range: 60ft || Duration: Instant || Components: VSM (a withered vine twisted into a loop) || Primal
|}
|}
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.<br>
You invoke both death and life upon a 10ft Radius Sphere centered on a point of your choice within Range. Each creature of your choice in that area makes a Constitution Saving Throw. On a failed Save, a creature takes 2d6 Necrotic Damage, or half as much Damage on a successful Save. All non-magical vegetation in the area withers.<br>
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.
In addition, one creature of your choice in that area can expend one of its Hit Dice to regain a number of Hit Points equal to the Roll of the Hit Die + its Constitution Modifier + your Spellcasting Ability Modifier.<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 above the 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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the Damage increases by 1d6 and the number of Hit Dice that can be expended increases by 1 for each Slot Level above the 2nd. The target's Constitution Modifier and your Spellcasting Ability Modifier is added to each Hit Die separately.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Wristpocket (Bard, Wizard)
|+ Wristpocket (Artificer, Bard, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Conjuration
| Level: 2 || Casting Time: 1 Action (Ritual) || Conjuration
Line 1,157: Line 1,212:
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.
=== Uncommon Spells ===
<br><br>


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