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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 Messanger | |||
|- | |||
| 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" | |||
|+ 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" | |||
|+ Bestow Proficiency | |||
|- | |||
| 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. | |||
{| class="wikitable" | |||
|+ Calamitous Flailing | |||
|- | |||
| 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 | |||
|- | |||
| 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" | |||
|+ Cloud of Daggers | |||
|- | |||
| 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" | |||
|+ Crown of Madness | |||
|- | |||
| 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. | |||
{| class="wikitable" | |||
|+ Darkvision | |||
|- | |||
| 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 | |||
|- | |||
| 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 | |||
|- | |||
| 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" | |||
|+ Dragon's Voice | |||
|- | |||
| 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" | |||
|+ 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" | |||
|+ Enthrall | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 60ft || Duration: 1 Minute || Components: VS | |||
|} | |||
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. | |||
{| class="wikitable" | |||
|+ Fortune's Favor | |||
|- | |||
| Level: 2 || Casting Time: 1 Minute || Divination | |||
|- | |||
| Range: 60ft || Duration: 1 Hour || Components: VSM (a white pearl worth at least 100GP, which the spell consumes) | |||
|} | |||
You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.<br> | |||
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. | |||
{| class="wikitable" | |||
|+ Gift of Gab | |||
|- | |||
| Level: 2 || Casting Time: 1 Reaction (when you speak to another creature) || Enchantment | |||
|- | |||
| Range: Self || Duration: Instant || Components: VSM (2GP which the spell consumes) | |||
|} | |||
When you cast this spell, you reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell. | |||
{| class="wikitable" | |||
|+ Heat Metal | |||
|- | |||
| 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 | |||
|- | |||
| 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 | |||
|- | |||
| 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" | |||
|+ Invisibility | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Illusion | |||
|- | |||
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (an eyelash encased in gum arabic) | |||
|} | |||
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. | |||
:'''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" | |||
|+ 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" | |||
|+ Kinetic Jaunt (Sorcerer, Wizard) | |||
|- | |||
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation | |||
|- | |||
| Range: Self || Duration: 1 Minute (Concentration) || Components: S | |||
|} | |||
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration. | |||
*Your walking speed increases by 10 feet. | |||
*You don’t provoke opportunity attacks. | |||
*You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage. | |||
{| class="wikitable" | |||
|+ Knock | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: 60ft || Duration: Instant || Components: V | |||
|} | |||
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.<br> | |||
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.<br> | |||
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.<br> | |||
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. | |||
{| 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" | |||
|+ Magic Mischief | |||
|- | |||
| 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 | |||
|- | |||
| 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" | |||
|+ Misty Step | |||
|- | |||
| 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" | |||
|+ Phantasmal Force | |||
|- | |||
| 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" | |||
|+ Pyrotechnics | |||
|- | |||
| 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" | |||
|+ Rope Trick | |||
|- | |||
| 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. | |||
{| class="wikitable" | |||
|+ See Invisibility | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Divination | |||
|- | |||
| Range: 120ft || Duration: 1 Hour || Components: VSM | |||
|} | |||
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Second Ward. Creatures, dreams, and objects in the Second Ward appear ghostly and translucent. | |||
{| class="wikitable" | |||
|+ Shatter | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 60ft || Duration: Instant || Components: VSM (a chip of mica) | |||
|} | |||
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.<br> | |||
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's 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" | |||
|+ Silence | |||
|- | |||
| Level: 2 || Casting Time: 1 Action (Ritual) || Illusion | |||
|- | |||
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS | |||
|} | |||
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. | |||
{| 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" | |||
|+ Suggestion | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 30ft || Duration: 8 Hours (Concentration) || Components: VM (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) | |||
|} | |||
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.<br> | |||
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.<br> | |||
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.<br> | |||
If you or any of your companions damage the target, the spell ends. | |||
{| class="wikitable" | |||
|+ They Know | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS | |||
|} | |||
Choose a creature within range, it makes a Wisdom Saving Throw, on a failed Save, the creature believes that one creature of your choice within range knows a piece of information of your choice. You can either choose a specific or general piece of information. For example, a general piece of information would be the target's deepest secret, probably causing the target to be hostile and defensive in regards to the creature they think knows that information. Another example is you make a creature believe it knows the specific piece of information, an underground auctions password, potentially making them try to get in and have the password on the tip of their tongue but just can't remember 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" | |||
|+ Wristpocket | |||
|- | |||
| Level: 2 || Casting Time: 1 Action (Ritual) || Conjuration | |||
|- | |||
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: S | |||
|} | |||
You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.<br> | |||
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. | |||
{| class="wikitable" | |||
|+ Zone of Truth | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 60ft || Duration: 10 Minutes || Components: VS | |||
|} | |||
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.<br> | |||
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. |