Level 2: Difference between revisions

13,887 bytes added ,  22:07, 25 August 2022
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=== M-R ===
=== M-R ===
{| class="wikitable"
{| class="wikitable"
|+ Locate Object (Bard, Cleric, Druid, Paladin, Wizard)
|+ Magic Mischief (Bard, Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: SM (a piece of crust from an apple pie)
|}
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll a d4 to determine the effect, and roll again at the start of each fo your turns until the spell ends.<br>
'''1:''' The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.<br>
'''2:''' Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.<br>
'''3:''' Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.<br>
'''4:''' Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.<br>
You can move the cube up to 10 feet before you roll.
 
 
{| class="wikitable"
|+ Magic Mouth (Bard, Wizard)
|-
| Level: 2 || Casting Time: 1 Minute (Ritual) || Illusion
|-
| Range: 30ft || Duration: Until Dispelled || Components: VSM (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
|}
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.<br>
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.<br>
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
 
 
{| class="wikitable"
|+ Magic Weapon (Paladin, Wizard)
|-
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
|}
You touch a weapon. Until the spell ends, that weapon becomes a magic weapon if it was not already, and has a +1 bonus to attack rolls and damage rolls.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
 
 
{| class="wikitable"
|+ Mind Spike (Sorcerer, Warlock, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Divination
| Level: 2 || Casting Time: 1 Action || Divination
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a forked twig)
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: S
|}
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 Psychic Damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.<br>
On subsequent turns, you can cast this spell without expending spell slots on target while you maintain concentration. Create the range of this spell as infinite for the purpose of this casting of the spell.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Mind Whip (Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 90ft || Duration: 1 Round || Components: v
|}
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 Psychic Damage, and it can’t take a Reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a Move, an Action, or a Bonus Action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
:'''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. The creatures must be within 30 feet of each other when you target them.
 
 
{| class="wikitable"
|+ Mirror Image (Sorcerer, Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Illusion
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
|}
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.<br>
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.<br>
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.<br>
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.
 
 
{| class="wikitable"
|+ Misty Step (Bard, Sorcerer, Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: V
|}
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
 
 
{| class="wikitable"
|+ Moonbeam (Druid)
|-
| 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 (Druid)
|-
| 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"
|+ Phantasmal Force (Bard, Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of fleece)
|}
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.<br>
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.<br>
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.<br>
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.<br>
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.
 
 
{| class="wikitable"
|+ Prayer (Cleric)
|-
| Level: 2 || Casting Time: 10 Minutes || Necromancy
|-
| Range: 30ft || Duration: Instant || Components: V
|}
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
:'''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.
 
 
{| class="wikitable"
|+ Protection From Poison (Cleric, Druid, Paladin)
|-
| 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"
|+ Pyrotechnics (Bard, Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: 60ft || Duration: Instant || Components: VS
|}
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so, you can create other similar effects at the GM's discretion.<br>
:'''Fireworks.''' The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become Blinded and Stunned until the end of your next turn.<br>
'''Smoke.''' Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 10 minutes or until a strong wind disperses it.
 
 
{| class="wikitable"
|+ Ray of Enfeeblement (Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.<br>
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
 
 
{| class="wikitable"
|+ Rope Trick (Bard, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (powdered corn extract and a twisted loop of parchment)
|}
|}
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.<br>
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.<br>
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.<br>
Anything inside the extradimensional space drops out when the spell ends.