Level 2: Difference between revisions

18,947 bytes added ,  22:42, 25 August 2022
Line 916: Line 916:
=== S-Z ===
=== S-Z ===
{| class="wikitable"
{| class="wikitable"
|+ Rope Trick (Bard, Wizard)
|+ Scorching Ray (Sorcerer, Wizard)
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Evocation
|-
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (powdered corn extract and a twisted loop of parchment)
| 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 (Bard, Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action
RANGE/AREA
Self
COMPONENTS
V, S, M *
DURATION
1 Hour
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
 
* - (a pinch of talc and a small sprinkling of powdered silver)
 
 
{| class="wikitable"
|+ Shadow Blade (Sorcerer, Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Bonus Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
Concentration 1 Minute
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Psychic
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.
 
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 (Bard, Sorcerer, Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action
RANGE/AREA
60 ft (10 ft )
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Thunder
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.
 
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.
 
* - (a chip of mica)
 
 
{| class="wikitable"
|+ Silence (Bard, Cleric)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action Ritual
RANGE/AREA
120 ft (20 ft )
COMPONENTS
V, S
DURATION
Concentration 10 Minutes
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
 
 
{| class="wikitable"
|+ Skywrite (Bard, Druid, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action Ritual
RANGE/AREA
Sight
COMPONENTS
V, S
DURATION
Concentration 1 Hour
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Communication (...)
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. A strong wind can disperse the clouds and end the spell early.
 
 
{| class="wikitable"
|+ Snowball Swarm (Bard, Druid, Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action
RANGE/AREA
90 ft (5 ft )
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Cold
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 3d6 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.
 
* - (a piece of ice or a small white rock chip)
 
 
{| class="wikitable"
|+ Spider Climb (Sorcerer, Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
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.
 
* - (a drop of bitumen and a spider)
 
 
{| class="wikitable"
|+ Spike Growth (Druid)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action
RANGE/AREA
150 ft (20 ft )
COMPONENTS
V, S, M *
DURATION
Concentration 10 Minutes
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control (...)
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
 
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
 
* - (seven sharp thorns or seven small twigs, each sharpened to a point)
 
 
{| class="wikitable"
|+ Spiritual Weapon (Cleric)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Bonus Action
RANGE/AREA
60 ft
COMPONENTS
V, S
DURATION
1 Minute
SCHOOL
Evocation
ATTACK/SAVE
Melee
DAMAGE/EFFECT
Force
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
 
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
 
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
 
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
 
 
{| class="wikitable"
|+ Suggestion (Bard, Sorcerer, Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action
RANGE/AREA
30 ft
COMPONENTS
V, M *
DURATION
Concentration 8 Hours
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Control (...)
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.
 
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.
 
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.
 
If you or any of your companions damage the target, the spell ends.
 
* - (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
 
 
{| class="wikitable"
|+ Summon Beast (Druid)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action
RANGE/AREA
90 ft
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Summoning
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
 
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
 
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
 
* - (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
 
 
{| class="wikitable"
|+ They Know (Bard, Sorcerer)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS
|}
Choose a creature within range, it makes a Wisdom Saving Throw, on a failed Save, the creature believes that one creature of your choice within range knows a piece of information of your choice. You can either choose a specific or general piece of information. For example, a general piece of information would be the target's deepest secret, probably causing the target to be hostile and defensive in regards to the creature they think knows that information. Another example is you make a creature believe it knows the specific piece of information, an underground auctions password, potentially making them try to get in and have the password on the tip of their tongue but just can't remember it.
 
 
{| class="wikitable"
|+ Unspoken Name (Sorcerer, Wizard)
|-
| 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 (Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action
RANGE/AREA
90 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Teleportation
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 Bond (Cleric)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
1 Hour
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
 
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
 
* - (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
 
 
{| class="wikitable"
|+ Warding Wind (Bard, Druid, Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action
RANGE/AREA
Self (10 ft )
COMPONENTS
V
DURATION
Concentration 10 Minutes
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Deafened
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 (Druid, Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action
RANGE/AREA
60 ft (20 ft )
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Restrained
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.
 
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.
 
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.
 
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.
 
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.
 
* - (a bit of spiderweb)
 
 
{| class="wikitable"
|+ Wither and Bloom (Druid, Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action
RANGE/AREA
60 ft (10 ft  *)
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Necromancy
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Necrotic
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.
 
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.
 
* - (a withered vine twisted into a loop)
 
 
{| class="wikitable"
|+ Wristpocket (Bard, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
1 Action Ritual
RANGE/AREA
Self
COMPONENTS
S
DURATION
Concentration 1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Dunamancy (...)
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.
 
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
 
 
{| class="wikitable"
|+ Zone of Truth (Bard, Cleric, Paladin)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
CASTING TIME
1 Action
RANGE/AREA
60 ft (15 ft )
COMPONENTS
V, S
DURATION
10 Minutes
SCHOOL
Enchantment
ATTACK/SAVE
CHA Save
DAMAGE/EFFECT
Control
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
 
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
 
=== Uncommon Spells ===
 
{| class="wikitable"
|+ Scorching Ray (Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
|}
|}