Druid Spells: Difference between revisions

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A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
== Level 2 ==
{| class="wikitable"
|+ Animal Messenger
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Enchantment
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food)
|}
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>
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
{| class="wikitable"
|+ Ashen Memory
|-
| Level: 2 || Casting Time: 1 Action || Divination
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a bit of powdered dust)
|}
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 leather 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.
{| class="wikitable"
|+ Augmenting Wall
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: Instant || Components: V
|}
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.
:'''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.
{| class="wikitable"
|+ Barkskin
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (a handful of oak bark)
|}
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.
{| class="wikitable"
|+ Beanstalk
|-
| Level: 2 || Casting Time: 1 Minute || Conjuration
|-
| Range: Touch || Duration: 24 Hours || Components: VM (a handful of beans)
|}
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.
:'''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.
{| class="wikitable"
|+ Beast Sense
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination
|-
| Range: Touch || Duration: 1 Hour || Components: S
|}
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.
{| class="wikitable"
|+ Cape of Wasps
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
|}
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.
{| class="wikitable"
|+ Dive
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (fish scales and a sea shell)
|}
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>
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)
:'''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
{| class="wikitable"
|+ Dragon's Voice (Paladin)
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Self || Duration: 1 Hour || Components: V
|}
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.
{| class="wikitable"
|+ Drown
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (teeth, seaweed, and seawater)
|}
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.
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 Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by ld8 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.
{| class="wikitable"
|+ Dust Devil
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of dust)
|}
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>
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>
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
{| class="wikitable"
|+ Earthbind
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: V
|}
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.
{| class="wikitable"
|+ Enhance Ability
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (fur or a feather from a beast)
|}
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.
'''Bear's Endurance.''' The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
'''Bull's Strength.''' The target has advantage on Strength checks, and his or her carrying capacity doubles.
'''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.
'''Eagle's Splendor.''' The target has advantage on Charisma checks.
'''Fox's Cunning.''' The target has advantage on Intelligence 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.
{| class="wikitable"
|+ Find Traps (Druid)
|-
| Level: 2 || Casting Time: 1 Action || Divination
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
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>
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.
{| class="wikitable"
|+ Flame Blade (Druid)
|-
| Level: 2 || Casting Time: 1 Bonus Action || Evocation
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a leaf of sumac)
|}
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>
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>
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
{| class="wikitable"
|+ Flaming Sphere
|-
| 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.
{| class="wikitable"
|+ Gust of Wind (Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a legume seed)
|}
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>
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when 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>
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.
{| class="wikitable"
|+ Healing Spirit (Druid)
|-
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
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>
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>
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
:'''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.
{| class="wikitable"
|+ Heat Metal (Druid)
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a piece of iron and a flame)
|}
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>
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
{| class="wikitable"
|+ Hold Person (Druid, Sorcerer, Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a small, straight, piece of iron)
|}
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
{| class="wikitable"
|+ Immovable Object (Druid, Warlock)
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (gold dust worth at least 25GP, which the spell consumes)
|}
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>
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.
{| class="wikitable"
|+ Iron Spine
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VM (a small iron ingot)
|}
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.
{| class="wikitable"
|+ Knell of the Depths
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 10 Minutes || Components: VS
|}
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.
{| class="wikitable"
|+ Lesser Restoration
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: Instant || Components: VS
|}
You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.
{| class="wikitable"
|+ Locate Animals or Plants
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination
|-
| Range: Self || Duration: Instant || Components: VSM (a bit of fur from a bloodhound)
|}
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.
{| class="wikitable"
|+ Locate Object
|-
| Level: 2 || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a forked twig)
|}
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>
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>
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.
{| class="wikitable"
|+ Moonbeam
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (several seeds of any moonseed plant and a piece of opalescent feldspar)
|}
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>
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>
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>
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
{| class="wikitable"
|+ Pass Without Trace
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (ashes from a burned leaf of mistletoe and a sprig of spruce)
|}
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.
{| class="wikitable"
|+ Protection From Poison
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour || Components: VS
|}
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>
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to Poison damage.
{| class="wikitable"
|+ Skywrite
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: Sight || Duration: 1 Hour || Components: VS
|}
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.
{| class="wikitable"
|+ Snowball Swarm
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 90ft || Duration: 1 Hour || Components: VSM (a piece of ice or a small white rock chip)
|}
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.
:'''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.
{| class="wikitable"
|+ Spike Growth
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 150ft || Duration: 10 Minutes (Concentration) || Components: VSM (seven sharp thorns or seven small twigs, each sharpened to a point)
|}
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 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.
{| class="wikitable"
|+ Warding Wind
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 10 Emanation || Duration: 10 Minutes || Components: V
|}
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:
*It deafens you and other creatures in its area.
*It extinguishes unprotected flames in its area that are torch-sized or smaller.
*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 attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
{| class="wikitable"
|+ Web
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a bit of spiderweb)
|}
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>
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>
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>
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>
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.
{| class="wikitable"
|+ Wither and Bloom
|-
| Level: 2 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: Instant || Components: VSM (a withered vine twisted into a loop)
|}
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>
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 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.