Level 2: Difference between revisions

330 bytes added ,  16:27, 3 January 2023
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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.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.


 
=== Dive ===
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|+ Dive (Artificer, Druid, Shaman, Sorcerer, Wizard)
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| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation || Artificer, Druid, Shaman, Sorcerer, Wizard
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| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (fish scales and a sea shell)
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (fish scales and a sea shell) || Arcane, Primal
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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>
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 both air and water, and it doesn't suffer Disadvantage on Attack Rolls from 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)
Until the Spell ends, the target also has Advantage on Saving Throws made against being [[Conditions#Slowed|Slowed]] and ignores the effects of Difficult Terrain produced by liquid.<br>
:'''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
'''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
 
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:'''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.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


 
=== Dragon's Voice ===
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|+ Dragon's Voice (Bard, Cleric, Druid, Paladin)
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| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation || Bard, Cleric, Druid, Paladin
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| Range: Self || Duration: 1 Hour || Components: V
| Range: Self || Duration: 1 Hour || Components: V || Arcane
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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.
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 interacting with Dragons, you can treat a d20 roll of 9 or lower as a 10.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can touch a willing creature, giving that creature the benefits of the Spell for the Duration. When you cast this Spell using a Spell Slot of 4th Level or higher, you can touch an additional willing creature for each Slot Level above 3rd.
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=== Drown ===
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|+ Drown (Artificer, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard)
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| Level: 2 || Casting Time: 1 Action || Conjuration
| Level: 2 || Casting Time: 1 Action || Conjuration || Artificer, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard
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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (teeth, seaweed, and seawater)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (teeth, seaweed, and seawater) || Arcane, Primal
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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.
You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature within Range that you can see. The target makes a Strength Saving Throw. On a failed Save, 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.<br>
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 the start of the target's turns, it loses 2d8 Hit Points, and at the end of each of its turns it repeats the Saving Throw. On a successful Save the Spell ends. If the creature can breathe water, it automatically succeeds the Saving Throw.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the Hit Points lost increases by 1d8 for each Slot Level above 2nd. When you cast this Spell using a Spell Slot of 5th Level or higher, the Duration increases to 10 minutes and the target can only hold its breath for up to 30 seconds before it begins suffocating.
 
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=== Dust Devil ===
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|+ Dust Devil (Druid, Shaman, Sorcerer, Wizard)
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| Level: 2 || Casting Time: 1 Action || Conjuration
| Level: 2 || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Wizard
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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of dust)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of dust) || Primal
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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>
An elemental force that resembles a dust devil appears in an unoccupied space of your choice within Range. The dust devil occupies a 5ft cube and remains 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>
Any creature that ends its turn within 5ft of the dust devil makes a Strength Saving Throw. On a failed Save, the creature takes 1d8 Bludgeoning Damage and is pushed 10ft away from the dust devil. On a successful Save, the creature takes half as much damage and isn't pushed away.<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.
As a Bonus Action, you can move the dust devil up to 30ft in any direction. If the dust devil moves over sand, dust, loose dirt, or small grave, it sucks up the materials and produces a 10ft Moving Emanation of debris centered on itself. This Emanation lasts until the start of your next turn and is Heavily Obscured.<br>
:'''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.
'''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.
 
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