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The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. | The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. | ||
== Level 2 == | |||
{| class="wikitable" | |||
|+ Blood Biography | |||
|- | |||
| 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. | |||
{| 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" | |||
|+ 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" | |||
|+ Darkness | |||
|- | |||
| 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 | |||
|- | |||
| 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" | |||
|+ 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" | |||
|+ 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" | |||
|+ 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" | |||
|+ Flock of Familiars | |||
|- | |||
| Level: 2 || Casting Time: 1 Minute || Conjuration | |||
|- | |||
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS | |||
|} | |||
You temporarily summon three familiars — spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (fey or highlings; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.<br> | |||
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.<br> | |||
When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd. | |||
{| 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" | |||
|+ Gale Weapons | |||
|- | |||
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation | |||
|- | |||
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS | |||
|} | |||
One or two weapons that you are holding are enveloped in small whirlwinds. For the duration, the weapons are magical if they weren't already, and they also have a +1 bonus to damage rolls. This effect is suppressed for a weapon while you aren't holding it. | |||
In addition, if you use an affected weapon to make a weapon attack on your turn, the attack gains benefits based on whether it is melee or ranged<br> | |||
'''Melee.''' The attack's reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon's normal reach.<br> | |||
'''Ranged.''' The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one ofyour free hands at the end of your turn if it has the thrown property. | |||
{| 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" | |||
|+ Jolt of Pain | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 30ft || Duration: Instant || Components: VS | |||
|} | |||
A bolt of white lightning infused with magical pain leaps from your outstretched finger to strike one creature that you can see within range. You make a Ranged Spell attack against the target. On a hit, the target takes 5d8 Lightning damage and can't take Reactions until the end of your next turn. | |||
If damage dealt by this spell forces the target to make a saving throw to maintain concentration, the DC is increased by an amount equal to your spellcasting modifier and the target has disadvantage on the Saving Throw. | |||
:'''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" | |||
|+ 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" | |||
|+ Mind Spike | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Divination | |||
|- | |||
| 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" | |||
|+ Mirror Image | |||
|- | |||
| 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 | |||
|- | |||
| 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" | |||
|+ Ray of Enfeeblement | |||
|- | |||
| 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" | |||
|+ Shadow Blade | |||
|- | |||
| Level: 2 || Casting Time: 1 Bonus Action || Illusion | |||
|- | |||
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS | |||
|} | |||
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.<br> | |||
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. | |||
:'''At Higher Levels.''' When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. | |||
{| 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" | |||
|+ Spider Climb | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (a drop of bitumen and a spider) | |||
|} | |||
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. | |||
{| 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. |