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The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 Radiant Damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.  
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 Radiant Damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.  
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the extra 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 extra damage increases by 1d6 for each slot level above 2nd.
{| class="wikitable"
|+ Calamitous Flailing (Bard, Sorcerer, Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Round || Components: V
|}
You cause a creature's attacks to careen wildly, endangering itself and those around it. The target must make a Wisdom Saving Throw, on a failed Save the target has disadvantage on all attack rolls it makes until the end of your next turn. If one of the target's attacks misses, the target instead attacks a creature it considers friendly, targeting itself if there are no such creatures in range. Use the creatures original attack roll for this new attack.
{| class="wikitable"
|+ Calm Emotions (Bard, Cleric)
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
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>
'''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>
'''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.
{| class="wikitable"
|+ Cape of Wasps (Druid)
|-
| 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"
|+ Cloud of Daggers (Bard, Sorcerer, Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a silver glass)
|}
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 Slashing Damage when it enters the spell’s area for the first time on a turn or starts its turn there.
:'''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.
{| class="wikitable"
|+ Continual Flame (Cleric, Wizard)
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Evocation
|-
| Range: Touch || Duration: Until Dispelled || Components: VSM (ruby dust worth 50GP, which the spell consumes)
|}
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.
{| class="wikitable"
|+ Crown of Madness (Bard, Sorcerer, Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS
|}
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.<br>
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. <br>
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. <br>
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
=== D-F ===
{| class="wikitable"
|+ Darkness (Sorcerer, Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VM (bat fur and a drop of pitch or piece of coal)
|}
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it.<br>
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.<br>
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
{| class="wikitable"
|+ Darkvision (Bard, Sorcerer, Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 8 Hours || Components: VSM (either a pinch of dried carrot or an agate)
|}
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.
{| class="wikitable"
|+ Demand Offering (Bard, Cleric, Paladin)
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: Touch || Duration: Instant || Components: V
|}
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.
{| class="wikitable"
|+ Detect Thoughts (Bard, Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a copper piece)
|}
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.<br>
You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.<br>
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.<br>
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.<br>
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.
{| class="wikitable"
|+ Dive (Druid, Sorcerer, Wizard)
|-
| 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 Breath (Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a hot pepper)
|}
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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"
|+ Dragon's Voice (Bard, Cleric, Druid, 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 (Druid, Sorcerer, Warlock, Wizard)
|-
| 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 (Druid, Sorcerer, Wizard)
|-
| 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.

Revision as of 19:53, 25 August 2022

Level 2

A-C

Acid Arrow (Wizard)
Level: 2 Casting Time: 1 Action Evocation
Range: 90ft Duration: Instant Components: VSM (a powdered rhubarb leaf and an adder's stomach)

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

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 1d4 for each slot level above 2nd.


Aganazzar's Scorcher (Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Evocation
Range: 30ft Duration: Instant Components: VSM (a red dragon's scale)

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire 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 1d8 for each slot level above 2nd.


Aid (Cleric, Paladin)
Level: 2 Casting Time: 1 Action Abjuration
Range: 30ft Duration: 8 Hours Components: VSM (a tiny strip of white cloth)

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.

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.


Alter Self (Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Transmutation
Range: 30ft Duration: 1 Hour (Concentration) Components: VS

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.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
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 Messanger (Bard, Druid)
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.

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.


Arcane Lock (Wizard)
Level: 2 Casting Time: 1 Action Abjuration
Range: 30ft Duration: 24 Hours Components: VSM (gold dust worth 25GP, which the spell consumes)

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.


Arcanist's Magic Aura (Wizard)
Level: 2 Casting Time: 1 Action (Ritual) Illusion
Range: Touch Duration: 24 Hours Components: VSM (a small square of silk)

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
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 (Druid)
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.


Augmenting Wall (Bard, Druid)
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.


Augury (Cleric)
Level: 2 Casting Time: 1 Minute (Ritual) Divination
Range: Self Duration: Instant Components: VSM (specially marked sticks, bones, or similar tokens worth at least 25GP)

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
Woe. for bad results
Weal and woe. for both good and bad results
Nothing. for results that aren't especially good or bad

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.

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.


Barkskin (Druid)
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.


Beanstalk (Druid)
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.


Beast Sense (Druid)
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.


Bestow Proficiency (Bard, Cleric, Paladin)
Level: 2 Casting Time: 1 Action Enchantment
Range: Touch Duration: 8 Hours Components: V

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.


Billowing Skirt (Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action (Ritual) Divination
Range: Touch Duration: 8 Hours Components: V

A skirt, kilt, or gown you are wearing enables you to control your fall through the air as it gloriously billows, catching the air. A creature wearing the enchanted item of clothing's rate of descent slows to 60ft per round until the spell ends. The target can move with a flying speed equal to half their movement speed and can, as part of this movement, make an Acrobatics check with a DC equal to your Spell Save DC. On a success, the target hovers in place until the start fo their next turn. If, during the duration of this spell, the target lands, they take no falling damage and can land on their feet.


Blood Biography (Warlock, Wizard)
Level: 2 Casting Time: 1 Action (Ritual) Divination
Range: 10ft Duration: Instant Components: VSM (a drop of blood)

You learn the answer to a specific set of questions about a creature so long as you have access to at least one drop of its blood. You can cast this spell on the blood of the living or the dead, but living or undead creatures may make a Wisdom Saving Throw to resist the spell. You can cast the spell on dried or fresh blood. Once you cast the spell you learn the following about the designated creature: the name the creature is most commonly known by, the creatures gender, race, profession, role, a brief outline of the events that cause the creatures blood to be spilt to the best of the creature's knowledge, and when the creatures blood was spilled. These answers appear on any flat surface you designated, such as a wall, a piece of paper, a scroll, etc, and appear in a language you can read.


Blur (Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Illusion
Range: Self Duration: 1 Minute (Concentration) Components: V

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with Blindsight, or can see through illusions, as with Truesight.


Branding Smite (Paladin)
Level: 2 Casting Time: 1 Bonus Action Evocation
Range: Self Duration: 1 Minute (Concentration) Components: V

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 Radiant Damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.


Calamitous Flailing (Bard, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 1 Round Components: V

You cause a creature's attacks to careen wildly, endangering itself and those around it. The target must make a Wisdom Saving Throw, on a failed Save the target has disadvantage on all attack rolls it makes until the end of your next turn. If one of the target's attacks misses, the target instead attacks a creature it considers friendly, targeting itself if there are no such creatures in range. Use the creatures original attack roll for this new attack.


Calm Emotions (Bard, Cleric)
Level: 2 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 1 Minute (Concentration) Components: VS

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.
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.
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.


Cape of Wasps (Druid)
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.


Cloud of Daggers (Bard, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Conjuration
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (a silver glass)

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 Slashing Damage when it enters the spell’s area for the first time on a turn or starts its turn there.

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 (Cleric, Wizard)
Level: 2 Casting Time: 1 Action (Ritual) Evocation
Range: Touch Duration: Until Dispelled Components: VSM (ruby dust worth 50GP, which the spell consumes)

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.


Crown of Madness (Bard, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Enchantment
Range: 120ft Duration: 1 Minute (Concentration) Components: VS

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

D-F

Darkness (Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Evocation
Range: 60ft Duration: 10 Minutes (Concentration) Components: VM (bat fur and a drop of pitch or piece of coal)

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.


Darkvision (Bard, Sorcerer, Warlock, Wizard)
Level: 2 Casting Time: 1 Action Transmutation
Range: Touch Duration: 8 Hours Components: VSM (either a pinch of dried carrot or an agate)

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 (Bard, Cleric, Paladin)
Level: 2 Casting Time: 1 Action Enchantment
Range: Touch Duration: Instant Components: V

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.


Detect Thoughts (Bard, Sorcerer, Wizard)
Level: 2 Casting Time: 1 Action Divination
Range: Self Duration: 1 Minute (Concentration) Components: VSM (a copper piece)

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
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 (Druid, Sorcerer, Wizard)
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.
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


Dragon's Breath (Sorcerer, Wizard)
Level: 2 Casting Time: 1 Bonus Action Transmutation
Range: Touch Duration: 1 Minute (Concentration) Components: VSM (a hot pepper)

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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.


Dragon's Voice (Bard, Cleric, Druid, 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.


Drown (Druid, Sorcerer, Warlock, Wizard)
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.


Dust Devil (Druid, Sorcerer, Wizard)
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.
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.
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.