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Line 953: | Line 953: | ||
| Level: 2 || Casting Time: 1 Action || Evocation | | Level: 2 || Casting Time: 1 Action || Evocation | ||
|- | |- | ||
| Range: 60ft || Duration: | | 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 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. | 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. | |||
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. | |||
Line 980: | Line 963: | ||
|+ Silence (Bard, Cleric) | |+ Silence (Bard, Cleric) | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || | | Level: 2 || Casting Time: 1 Action (Ritual) || Illusion | ||
|- | |- | ||
| Range: 120ft || Duration: | | Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS | ||
|} | |} | ||
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. | 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. | ||
Line 1,003: | Line 973: | ||
|+ Skywrite (Bard, Druid, Wizard) | |+ Skywrite (Bard, Druid, Wizard) | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || | | Level: 2 || Casting Time: 1 Action (Ritual) || Transmutation | ||
|- | |- | ||
| Range: | | 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. | |||
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 | |||
Line 1,028: | Line 985: | ||
| Level: 2 || Casting Time: 1 Action || Evocation | | Level: 2 || Casting Time: 1 Action || Evocation | ||
|- | |- | ||
| Range: | | 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. | |||
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 | |||
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. | |||
Line 1,053: | Line 994: | ||
|+ Spider Climb (Sorcerer, Warlock, Wizard) | |+ Spider Climb (Sorcerer, Warlock, Wizard) | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || | | Level: 2 || Casting Time: 1 Action || Transmutation | ||
|- | |- | ||
| Range: | | 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. | 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. | ||
Line 1,078: | Line 1,004: | ||
|+ Spike Growth (Druid) | |+ Spike Growth (Druid) | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || | | Level: 2 || Casting Time: 1 Action || Transmutation | ||
|- | |- | ||
| Range: | | Range: 150ft || Duration: 10 Minutes (Concentration) || Components: VSM (seven sharp thorns or seven small twigs, each sharpened to a point) | ||
|} | |} | ||
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.<br> | |||
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. | 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. | ||
Line 1,105: | Line 1,015: | ||
|+ Spiritual Weapon (Cleric) | |+ Spiritual Weapon (Cleric) | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || Evocation | | Level: 2 || Casting Time: 1 Bonus Action || Evocation | ||
|- | |- | ||
| Range: | | Range: 60ft || Duration: 1 Minute || Components: VS | ||
|} | |} | ||
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.<br> | |||
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.<br> | |||
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. | 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. | |||
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. | |||
Line 1,134: | Line 1,028: | ||
|+ Suggestion (Bard, Sorcerer, Warlock, Wizard) | |+ Suggestion (Bard, Sorcerer, Warlock, Wizard) | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || | | Level: 2 || Casting Time: 1 Action || Enchantment | ||
|- | |- | ||
| Range: | | 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> | |||
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. | If you or any of your companions damage the target, the spell ends. | ||
Line 1,214: | Line 1,061: | ||
|+ Vortex Warp (Sorcerer, Wizard) | |+ Vortex Warp (Sorcerer, Wizard) | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || | | Level: 2 || Casting Time: 1 Action || Conjuration | ||
|- | |- | ||
| Range: | | 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. | 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. | |||
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. | |||
Line 1,239: | Line 1,072: | ||
|+ Warding Bond (Cleric) | |+ Warding Bond (Cleric) | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || | | Level: 2 || Casting Time: 1 Action || Abjuration | ||
|- | |- | ||
| Range: | | Range: Touch || Duration: 1 Hour || Components: VSM (a pair of platinum rings worth at least 50GP each, which you and the target must wear for the duration) | ||
|} | |} | ||
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.<br> | |||
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. | 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. | ||
Line 1,268: | Line 1,085: | ||
| Level: 2 || Casting Time: 1 Action || Evocation | | Level: 2 || Casting Time: 1 Action || Evocation | ||
|- | |- | ||
| Range: | | 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. | |||
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. | |||
Line 1,297: | Line 1,098: | ||
|+ Web (Druid, Sorcerer, Wizard) | |+ Web (Druid, Sorcerer, Wizard) | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || | | Level: 2 || Casting Time: 1 Action || Conjuration | ||
|- | |- | ||
| Range: | | 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> | |||
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. | 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. | ||
Line 1,330: | Line 1,112: | ||
|+ Wither and Bloom (Druid, Sorcerer, Wizard) | |+ Wither and Bloom (Druid, Sorcerer, Wizard) | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || | | Level: 2 || Casting Time: 1 Action || Necromancy | ||
|- | |- | ||
| Range: | | 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> | |||
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. | 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. | |||
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. | |||
Line 1,359: | Line 1,124: | ||
|+ Wristpocket (Bard, Wizard) | |+ Wristpocket (Bard, Wizard) | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || | | Level: 2 || Casting Time: 1 Action (Ritual) || Conjuration | ||
|- | |- | ||
| Range: 120ft || Duration: 1 Hour || Components: | | 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> | |||
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. | 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. | ||
Line 1,384: | Line 1,135: | ||
|+ Zone of Truth (Bard, Cleric, Paladin) | |+ Zone of Truth (Bard, Cleric, Paladin) | ||
|- | |- | ||
| Level: 2 || Casting Time: 1 Action || | | Level: 2 || Casting Time: 1 Action || Enchantment | ||
|- | |- | ||
| Range: | | Range: 60ft || Duration: 10 Minutes || Components: VS | ||
|} | |} | ||
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.<br> | |||
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. | 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. | ||