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= Level 2 Spells = | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Acid Arrow (Artificer, Shaman, Wizard) | |+ Acid Arrow (Artificer, Shaman, Wizard) | ||
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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" | ||
|+ | |+ | ||
|- | |- | ||
| 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 | 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. | |||
<br><br> | |||
{| class="wikitable" | {| class="wikitable" | ||
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{| class="wikitable" | {| class="wikitable" | ||
|+ Alter Self | |+ 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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| Level: 2 || Casting Time: 1 Action || Evocation || Bard, Druid | | Level: 2 || Casting Time: 1 Action || Evocation || Bard, Druid | ||
|- | |- | ||
| Range: 60ft || Duration: | | Range: 60ft || Duration: 1 Hour || Components: V || Arcane | ||
|} | |} | ||
You create a wall of faintly shimmering elemental energy at a point you choose within | 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> | <br><br> | ||
=== Augury === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| 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 | 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 | *'''Weal.''' for good results. | ||
'''Woe.''' for bad results | *'''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 | 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 | 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 === | === Barkskin === | ||
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|} | |} | ||
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> | 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 | '''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> | <br><br> | ||
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<br><br> | <br><br> | ||
=== Bestow Proficiency === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || Enchantment | | Level: 2 || Casting Time: 1 Action || Enchantment || Artificer, Bard, Cleric, Paladin | ||
|- | |- | ||
| Range: Touch || Duration: 8 Hours || Components: | | Range: Touch || Duration: 8 Hours || Components: S || Arcane | ||
|} | |} | ||
You touch a willing creature. Choose a | 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> | |||
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| Level: 2 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Maledictor, Shaman, Sorcerer, Wizard | | Level: 2 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Maledictor, Shaman, Sorcerer, Wizard | ||
|- | |- | ||
| Range: 30ft | | 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> | 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> | ||
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<br><br> | <br><br> | ||
=== Calm Emotions === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| 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 | 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 | *'''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 | *'''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 === | === Cape of Wasps === | ||
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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" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 | | Level: 2 || Casting Time: 1 Hour (Ritual) || Evocation || Artificer, Cleric, Wizard | ||
|- | |- | ||
| Range: Touch || Duration: Until Dispelled || Components: VSM (ruby dust | | 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> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Darkness (Maledictor, Sorcerer, Warlock, Wizard) | |+ Darkness (Maledictor, Sorcerer, Warlock, Wizard) | ||
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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" | ||
|+ | |+ | ||
|- | |- | ||
| 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 | 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> | |||
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|} | |} | ||
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> | 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 | '''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> | <br><br> | ||
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| Level: 2 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Cleric, Druid, Maledictor, Shaman, Sorcerer | | 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 | | 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 which the target gains 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: | ||
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<br><br> | <br><br> | ||
=== Fortune's Favor === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| 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 | | Range: 60ft || Duration: 1 Hour || Components: VSM (a white pearl worth at least 100GP, which the Spell consumes) || Arcane | ||
|} | |} | ||
You impart latent luck to | 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> | ||
'''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> | |||
=== | === Gale Weapons === | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| 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 | 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> | ||
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 | *'''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 | *'''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" | ||
|+ | |+ | ||
|- | |- | ||
| 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 | | 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 | 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 | 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> | |||
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| Level: 2 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard | | Level: 2 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard | ||
|- | |- | ||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a small, straight | | Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a small, straight piece of iron) || Arcane | ||
|} | |} | ||
Choose a Humanoid that you can see within Range, it makes a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Paralyzed|Paralyzed]] for the Duration. At the end of each of its turns, the target can repeat the Save. On a successful Save, the Spell ends on the target.<br> | Choose a Humanoid that you can see within Range, it makes a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Paralyzed|Paralyzed]] for the Duration. At the end of each of its turns, the target can repeat the Save. On a successful Save, the Spell ends on the target.<br> | ||
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| Level: 2 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Druid, Warlock | | 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 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> | 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> | ||
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An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion. | An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion. | ||
=== Prayer of Healing === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| 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 | 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. | |||
<br><br> | |||
=== Protection from Poison === | === Protection from Poison === | ||
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:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, 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" | ||
|+ | |+ | ||
|- | |- | ||
| 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 | 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 === | === Shadow Blade === | ||
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:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. | :'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. | ||
=== Silence === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| 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 | 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 === | === Skywrite === | ||
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<br><br> | <br><br> | ||
=== Spiritual Weapon === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Bonus Action || | | 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 | 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> | ||
'''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> | |||
=== Suggestion === | === Suggestion === | ||
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:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd. | :'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd. | ||
=== Warding Bond === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || Abjuration | | Level: 2 || Casting Time: 1 Action || Abjuration || Cleric | ||
|- | |- | ||
| Range: Touch || Duration: 1 Hour || Components: VSM (a | | 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 | 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 | 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 === | === Warding Wind === | ||
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=== Wither and Bloom === | === Wither and Bloom === | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| 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 | 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 | 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 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. | |||
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Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet. | Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet. | ||
=== Zone of Truth === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| 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 | 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 | 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. | |||
<br><br> | |||
= Uncommon Spells = | = Uncommon Spells = |