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| Range: 90ft || Duration: Instant || Components: VSM (a powdered rhubarb leaf and an adder's stomach) | | 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 | 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 | :'''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. | ||
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| Range: Self || Duration: Instant || Components: VSM (specially marked sticks, bones, or similar tokens worth at least 25GP) | | Range: Self || Duration: Instant || Components: VSM (specially marked sticks, bones, or similar tokens worth at least 25GP) | ||
|} | |} | ||
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: | By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:<br> | ||
'''Weal.''' for good results<br> | |||
'''Woe.''' for bad results<br> | |||
'''Weal and woe.''' for both good and bad results<br> | |||
'''Nothing.''' for results that aren't especially good or bad<br> | |||
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br> | |||
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. | |||
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. | If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. | ||
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| Range: Self || Duration: 1 Minute (Concentration) || Components: V | | Range: Self || Duration: 1 Minute (Concentration) || Components: V | ||
|} | |} | ||
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra | The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d10 Radiant Damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. | ||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the extra 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 extra damage increases by 1d6 for each slot level above 2nd. | ||
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=== G-L === | === G-L === | ||
{| class="wikitable" | |||
|+ Gale Weapons (Cleric, Paladin, Warlock) | |||
|- | |||
| 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" | |||
|+ Gentle Repose (Cleric, Wizard) | |||
|- | |||
| 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 (Bard, Wizard) | |||
|- | |||
| 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 (Druid, Sorcerer, Wizard) | |||
|- | |||
| 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" | |||
|+ Healing Spirit (Druid) | |||
|- | |||
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration | |||
|- | |||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS | |||
|} | |||
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).<br> | |||
Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.<br> | |||
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. | |||
{| class="wikitable" | |||
|+ Heat Metal (Bard, Druid) | |||
|- | |||
| 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 (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) | |||
|- | |||
| 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 (Bard, Druid, Warlock) | |||
|- | |||
| 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 (Bard, Sorcerer, Warlock, Wizard) | |||
|- | |||
| 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 (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) | |||
|- | |||
| 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 (Sorcerer, Warlock, Wizard) | |||
|- | |||
| 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 (Bard, 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" | |||
|+ Knell of the Depths (Druid, Sorcerer, Warlock, Wizard) | |||
|- | |||
| 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 (Bard, Sorcerer, Wizard) | |||
|- | |||
| 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 (Bard, Cleric, Druid, Paladin) | |||
|- | |||
| 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" | |||
|+ Levitate (Sorcerer, Wizard) | |||
|- | |||
| 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 Animals or Plants (Bard, Druid) | |||
|- | |||
| 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 (Bard, Cleric, Druid, Paladin, Wizard) | |||
|- | |||
| 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. | |||
=== M-R === | |||
{| class="wikitable" | |||
|+ Locate Object (Bard, Cleric, Druid, Paladin, Wizard) | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Divination | |||
|- | |||
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a forked twig) | |||
|} |