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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" | |||
|+ Acid Arrow | |||
|- | |||
| 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 4d6 Acid damage immediately and 2d6 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 1d6 for each slot level above 2nd. | |||
{| class="wikitable" | |||
|+ Alter Self | |||
|- | |||
| 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.<br> | |||
'''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.<br> | |||
'''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.<br> | |||
'''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. | |||
{| class="wikitable" | |||
|+ Arcane Lock | |||
|- | |||
| 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. | |||
{| class="wikitable" | |||
|+ Arcanist's Magic Aura | |||
|- | |||
| 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. | |||
{| class="wikitable" | |||
|+ Billowing Skirt | |||
|- | |||
| 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. | |||
{| class="wikitable" | |||
|+ Binding Ice | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 30ft Cone || Duration: Instant || Components: SM (a vial of meltwater) | |||
|} | |||
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd. | |||
{| 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" | |||
|+ Blur | |||
|- | |||
| 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. | |||
{| 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" | |||
|+ Continual Flame | |||
|- | |||
| 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 | |||
|- | |||
| 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" | |||
|+ 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" | |||
|+ Dive | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (fish scales and a sea shell) | |||
|} | |||
You touch one creature and imbue it with aquatic magic, allowing it to traverse watery environments with ease. Until the spell ends, the target gains a Swimming Speed of 60ft, it can breathe underwater, and it doesn't suffer disadvantage on attack rolls for being underwater.<br> | |||
While the spell lasts, the target also has advantage on saving throws made to resist the dark lagoon, scalding sphere, and watery sphere spells, and it ignores any difficult terrain or obscurement caused by the presence of water (but not the effects of water currents) | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd | |||
{| class="wikitable" | |||
|+ Draconic Scorcher | |||
|- | |||
| 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. | |||
{| class="wikitable" | |||
|+ Dragon's Breath | |||
|- | |||
| 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" | |||
|+ Drown | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (teeth, seaweed, and seawater) | |||
|} | |||
You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature in range that you can see. The target must make a Strength saving throw. On a failed saving throw, the target cannot breathe or speak and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight or hearing until the spell ends. While the spell continues, the target loses 2d8 hit points at the start of each of its turns. | |||
At the end of each of its turns, the target can repeat the saving throw. On a success, it breaks free and the spell ends. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by ld8 for each slot level above 2nd When you cast this spell using a spell slot of 5th level or higher, the duration increases to Concentration up to 10 minutes, and the target can only hold its breath for up to 30 seconds before suffocating. | |||
{| class="wikitable" | |||
|+ Dust Devil | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of dust) | |||
|} | |||
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.<br> | |||
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.<br> | |||
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. | |||
{| class="wikitable" | |||
|+ Earthbind | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: V | |||
|} | |||
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends. | |||
{| class="wikitable" | |||
|+ Earthen Grasp | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a miniature hand sculpted from clay) | |||
|} | |||
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. | |||
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.<br> | |||
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.<br> | |||
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. | |||
{| class="wikitable" | |||
|+ Enlarge/Reduce | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of powdered iron) | |||
|} | |||
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.<br> | |||
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.<br> | |||
'''Enlarge.''' The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.<br> | |||
'''Reduce.''' The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). | |||
{| class="wikitable" | |||
|+ Flaming Sphere | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron.) | |||
|} | |||
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.<br> | |||
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.<br> | |||
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. | |||
{| class="wikitable" | |||
|+ 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" | |||
|+ Gentle Repose | |||
|- | |||
| Level: 2 || Casting Time: 1 Action (Ritual) || Necromancy | |||
|- | |||
| Range: Touch || Duration: 10 Days || Components: VSM (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) | |||
|} | |||
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.<br> | |||
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. | |||
{| 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" | |||
|+ Gust of Wind | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a legume seed) | |||
|} | |||
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.<br> | |||
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.<br> | |||
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.<br> | |||
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. | |||
{| class="wikitable" | |||
|+ 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" | |||
|+ 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" | |||
|+ Kinetic Jaunt | |||
|- | |||
| 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" | |||
|+ 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" | |||
|+ 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" | |||
|+ Levitate | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) | |||
|} | |||
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.<br> | |||
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.<br> | |||
When the spell ends, the target floats gently to the ground if it is still aloft. | |||
{| 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" | |||
|+ Magic Weapon | |||
|- | |||
| 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 | |||
|- | |||
| 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" | |||
|+ Mind Whip | |||
|- | |||
| 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 | |||
|- | |||
| 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" | |||
|+ 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" | |||
|+ 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" | |||
|+ 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" | |||
|+ Scorching Ray | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 120ft || Duration: 1 Hour || Components: VS | |||
|} | |||
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a Ranged Spell Attack for each ray. On a hit, the target takes 2d6 Fire Damage. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. | |||
{| 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" | |||
|+ 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" | |||
|+ 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" | |||
|+ 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. | |||
{| class="wikitable" | |||
|+ Unspoken Name | |||
|- | |||
| Level: 2 || Casting Time: 1 Minute || Divination | |||
|- | |||
| Range: 120ft || Duration: 1 Day || Components: V | |||
|} | |||
When you cast this spell, designate a word, phrase, or mane. If a creature within 1 mile of you uses that word, phrase, or name to refer to you, you immediately learn that creature's name, appearance, and location. After this, the spell ends. | |||
{| class="wikitable" | |||
|+ Vortex Warp | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 90ft || Duration: Instant || Components: VS | |||
|} | |||
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd. | |||
{| class="wikitable" | |||
|+ Warding Wind | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 10 Emanation || Duration: 10 Minutes || Components: V | |||
|} | |||
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: | |||
*It deafens you and other creatures in its area. | |||
*It extinguishes unprotected flames in its area that are torch-sized or smaller. | |||
*It hedges out vapor, gas, and fog that can be dispersed by strong wind. | |||
*The area is difficult terrain for creatures other than you. | |||
*The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind. | |||
{| class="wikitable" | |||
|+ Web | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a bit of spiderweb) | |||
|} | |||
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.<br> | |||
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.<br> | |||
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.<br> | |||
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.<br> | |||
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. | |||
{| class="wikitable" | |||
|+ Wither and Bloom | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Necromancy | |||
|- | |||
| Range: 60ft || Duration: Instant || Components: VSM (a withered vine twisted into a loop) | |||
|} | |||
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.<br> | |||
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd. | |||
{| 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. |