2nd-Level Spells

2ND-LEVEL SPELLS

Accelerate

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a pair of dragonfly wings)
  • Duration: Concentration, up to an hour
  • Classes: Artificer, Astromancer, Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

A imbue a creature with heightened agility, allowing them to achieve greater speeds that most could not normally reach. Until the spell ends, the target can take the Dash action as a bonus action.

Additionally, whenever it takes the Dash action, the target can move across vertical surfaces and can run across liquids as if they were solid ground. The target falls as normal if it ends its movement standing on a vertical surface or on a liquid.

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.

Accursed Grasp

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Accursed,
  • Origin: Jack Weighill

You unleash a wave of accursed magic from your fingertips that attempt to drag a creature that you can see within range towards you. Make a ranged spell attack against the target. On a hit, the target is pulled into the nearest unoccupied space to you. If you pull a creature into a space within 5 feet of you, you may grapple that creature as long as you have at least one hand free.

Adderbite

2nd-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an adder skin)
  • Duration: Instantaneous
  • Classes: Alchemist, Bard, Druid, Shaman, Warlock
  • Origin: Axios Verum

You point to a creature that you can see within range, causing them to feel a sharp twinge, taking 1 piercing damage. The target must then succeed on an Intelligence saving throw or believe itself to be afflicted with a deadly poison, suffering disadvantage on attack rolls and ability checks and taking 3d4 psychic damage at the start of each of its turns. A creature immune to the charmed condition automatically succeeds on its saving throw.

A creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher the damage dealt increases by 1d4 for each slot level above 2nd.

Affliction

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, M (the carcass or a flea, worm or rat)
  • Duration: 1 hour
  • Classes: Accursed, Alchemist, Cleric, Inquisitor, Odic, Warlock, Wizard
  • Origin: Jack Weighill

You point towards a creature, overwhelming its body with a potent toxin. At the beginning of each of the target creature’s turns for the duration, it must make a Constitution saving throw. On a failure, the creature becomes poisoned until the start of its next turn. After failing three saving throws, it becomes poisoned for the spell’s remaining duration, and stops making saving throws. After succeeding on three saving throws, the spell ends.

Any spell or effect that cures disease ends the spell’s effects early.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures you can target with this spell increases by one for each spell slot level expended above 2nd.

Aganazzar's Scorcher

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a red dragon's scale)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warden, Wizard
  • Origin: Elemental Evil

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 3d10 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 1d10 for each slot level above 2nd.

Agility Rune

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 1 round
  • Classes: Runeshaper,
  • Origin: Jack Weighill

You conjure a wind rune to aid the swiftness of any number of creatures you choose within 10 feet of you. Each target’s speed increases by 10 feet and their movement doesn’t provoke opportunity attacks. These benefits last until the end of your next turn.

Agonising Bond

2nd-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pair of onyx-set platinum rings worth at least 75 gp each, both of which you must wear for the duration)
  • Duration: Concentration, up to an hour
  • Classes: Cleric, Inquisitor, Invoker, Odic, Paladin, Shaman
  • Origin: Jack Weighill

This spell links your lifeforce with a creature you touch and creates a profane connection between you and the target until the spell ends. While the target is within 60 feet of you, you gain resistance to all damage. Also, each time you take damage, the target must make a Constitution saving throw. It takes the same damage you took on a failed save, or half as much on a successful one.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet.

Aid

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a strip of white cloth)
  • Duration: 8 hours
  • Classes: Alchemist, Artificer, Astromancer, Bard, Cleric, Inquisitor, Paladin, Prism, Ranger, Shaman
  • Origin: Player's Handbook

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Alter Self

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Artificer, Bard, Bonded, Odic, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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.

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.

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 don'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.

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 you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Ancestral Guardian

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Shaman,
  • Origin: Jack Weighill

You conjure the ancestral spirits of a creature that you can see within range, which watches over the target with a protective ward. The target gains 10 temporary hit points, which last for the duration. Whenever a creature deals damage to the target while they have these temporary hit points, if that creature is within 10 feet of the target, they take 2d6 damage as the ancestral spirit lashes out. The damage is radiant if the target is good, force if the target is neutral, and necrotic if the target is evil.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 5 and the damage dealt increases by 1d6 for each slot level above 2nd.

Angel's Flight

2nd-level evocation


  • Casting Time: 1 action or 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Invoker
  • Origin: Jack Weighill

You conjure glowing angelic wings at your back that carry you through the air on a trail of radiant light. The spell's effect is determined by whether you cast this spell as an action or as a bonus action, as shown below.


  • Action. You immediately fly up to 60 feet without provoking opportunity attacks.
  • Bonus Action. You immediately fly up to 30 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum distance you can fly increases by an amount based on whether you cast this spell as an action or as a bonus action, as shown below.


  • Action. 10 feet for each slot level above 2nd.
  • Bonus Action. 5 feet for each slot level above 2nd.

Anchor/Buoy

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a piece of lead in a small wooden container)
  • Duration: 1 hour
  • Classes: Artificer, Bard, Druid, Runeshaper, Wizard
  • Origin: None

You reach out and touch an inanimate object that fits inside a 10-foot cube. If the object is being worn or carried by an unwilling creature, you must make a melee spell attack against that creature, otherwise the spell fails.

When you cast this spell, you choose one of the following to affect the target for the duration.

Anchored. The object becomes impossibly heavy and immediately falls to the ground, or if it is floating on top of a liquid or other non-solid surface such as mud or quick sand it immediately begins sinking to the bottom at a rate of 60 feet per round. If a creature is holding or wearing the object when it sinks, they sink with it unless they drop the item. A weapon under this effect cannot be used to make weapon attacks. An affected object on the ground can be dragged or pushed if a creature succeeds on a Strength check against your spell save DC. When attempting to drag or push the affected object, a creature must spend 10 feet of movement for every 5 feet it moves.

Buoyant. The object becomes impossibly light as if made of air. The object's weight is reduced to one hundredth of normal. An object that is completely submerged in water or another liquid when targeted this spell will immediately begin to rise to the surface at a rate of 60 feet per round, and any creatures holding or wearing the item are brought along with it unless they drop the item. Once the object reaches the surface it floats there even if attempts are made to weigh it down. Any armour that is under this effect is considered light armour for purposes of determining proficiency, loses any Strength requirement to wear it and no longer imposes any disadvantage on stealth checks. Any weapon under this effect loses the heavy property.

Animal Messenger

2nd-level enchantment (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a morsel of food and a small trinket worth at least 5 gp, which the spell consumes)
  • Duration: 48 hours
  • Classes: Bard, Druid, Odic, Ranger, Warden
  • Origin: Player's Handbook

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level, the duration of the spell increases to 7 days. When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases to 30 days plus 30 days for each slot level above 4th.

Animate Sword

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a sword with a fine zircon set into its pommel worth at least 75 gp)
  • Duration: Concentration, up to a minute
  • Classes: Artificer, Wizard
  • Origin: Jack Weighill

You bring a deadly consciousness into a non-magical blade that you touch, animating it as a flying sword. The sword is your Companion and it remains animated for the duration, or until it's reduced to 0 hit points.

The sword uses your spell attack bonus for its weapon attacks in place of its own attack bonus and its weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the sword gains a +2 bonus to its damage rolls and increases its hit point maximum increases by 5 for each slot level above 2nd.

Arboreal Protector

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a strip of bark)
  • Duration: Concentration, up to an hour
  • Classes: Druid
  • Origin: Jack Weighill

You conjure a spectral tree at a point that you can see within range, which acts as a mystical protector to all creatures around it. The tree is a ward with a hit point maximum equal to 15 + your spellcasting ability modifier and it exudes an aura of protection in a 30-foot-radius around it. The aura spreads around corners.

The tree regains hit points equal to 1d6 + your spellcasting ability modifier at the start of each of your turns.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the tree's hit point maximum increases by 10 and the healing it receives at the start of each of your turns increases by 1d6 for each slot level above 2nd.

Arcane Bridge

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a handful of nails)
  • Duration: 1 hour
  • Classes: Artificer, Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You create a bridge of magical force anchored to a point on the ground that you can see within range. The bridge is a flat surface made up of three 10-by-10-foot panels. Each panel must be contiguous with another panel and no point of a panel can be greater than 5 feet above another point on that panel. In any form, the bridge is 6 inches thick. It lasts for the duration. If the bridge cuts through a creature's space when it appears, the creature is harmlessly pushed on top of the bridge.

Nothing can physically pass through the bridge. The bridge is an object made of magical force that can be damaged and thus breached. Each panel has AC 18 and 50 hit points. Reducing a panel to 0 hit points destroys it. A disintegrate spell destroys the entire bridge instantly. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. Each panel must always be contiguous with the ground, either by itself or via connection through other panels, otherwise that panel is destroyed.

At Higher Levels. When you cast a spell using a spell slot of 3rd level or higher, the maximum number of panels the bridge can be made from increases by one for each slot level above 2nd.

Arcane Lock

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Artificer, Runeshaper, Wizard
  • Origin: Player's Handbook

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.

Attract/Repel

2nd-level dunamancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a small lodestone covered with iron filings)
  • Duration: Instantaneous
  • Classes: Artificer, Astromancer, Druid, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You beckon with your hand, changing the forces of attraction to manipulate a creature’s positioning. A creature you can see within range must suffers one of the following effects:

Attract. The target creature is pulled towards you a distance up to half the range of the spell.

Repel. The target creature is pushed away from you a distance up to half the range of the spell, as long as the distance it would be pushed does not cause it to leave the spell’s range.

A Huge or larger creature can make a Strength saving throw to resist the effects of the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 10 feet for every spell slot level expended above 2nd.

Augury

2nd-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
  • Duration: Instantaneous
  • Classes: Astromancer, Cleric, Druid, Inquisitor, Invoker, Shaman, Wizard
  • Origin: Player's Handbook

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:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad

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.

Auminair’s Luminous Chains

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a chain link)
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Inquisitor, Paladin, Prism,
  • Origin: Jack Weighill

A creature of your choice that you can see within range is enveloped in spectral chains that slowly bind and wrap around it. The target must succeed on a Strength saving throw. On a failure, the target takes 3d8 radiant damage and is restrained until the spell ends. On a success, the target takes only half damage and is not restrained. At the end of each of its turns, the target can remake the save, ending the spell on a success and taking a further 1d8 radiant damage on a failure.

At Higher Levels. When you cast this spell using a 3rd level spell slot or higher, all radiant damage dealt by the spell increases by 1d8 for every spell slot expended above 2nd.

Bafflement

2nd level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Bonded, Prism, Shaman, Wizard
  • Origin: Blackstaff's Book of 1000 Spells

You must make eye contact with a target creature that you can see within range. As you speak to the creature, it must make a Wisdom saving throw. Creatures that cannot be charmed are immune to this spell. On a failed save, the target can’t speak coherently for the duration, nor can it cast spells with verbal components.

An affected creature can make a new saving throw at the end of each of its turns, ending the spell on a success.

Barkskin

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of oak bark)
  • Duration: 1 hour
  • Classes: Alchemist, Druid, Odic, Ranger, Warden
  • Origin: Player's Handbook

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Bigby's Snapping Digits

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a snakeskin glove)
  • Duration: Concentration, up to a minute
  • Classes: Artificer, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You summon Small hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command.

The hand is an object that has AC 15 and hit points equal to 5 + five times your level. If it drops to 0 hit points, the spell ends. It has a Strength and Dexterity of 10 (+0). The hand doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then have it snap its fingers. When it does, each creature you choose within 10 feet of the hand must make a Constitution saving throw. On a failure, a creature takes 2d4 thunder damage and it suffers disadvantage on its next attack roll. On a success, a creature takes half as much damage and is otherwise unaffected. If a creature is forced to make a Constitution saving throw to maintain concentration as a result of this damage, it makes that saving throw with disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d4 for every two slot levels above 2nd.

Binding Ice

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a vial of water)
  • Duration: Instantaneous
  • Classes: Alchemist, Astromancer, Druid, Sorcerer, Warden, Wizard
  • Origin: Fizban's Treasury of Dragons

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.

Blindness/Deafness

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute
  • Classes: Accursed, Alchemist, Astromancer, Bard, Bonded, Cleric, Inquisitor, Odic, Shaman, Sorcerer, Wizard
  • Origin: Player's Handbook

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, you can target one additional creature for each slot level above 2nd.

Blockade

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a disk of adamantine worth at least 50 gp)
  • Duration: Concentration, up to a minute
  • Classes: Artificer, Wizard
  • Origin: Opus of Extrinsic Substance

You create a barrier of shimmering force on a solid surface within range. The barrier is 10 feet wide, 10 feet high, and 1 inch thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the barrier. The barrier has AC 15 and 30 hit points. The spell ends early if the wall is reduced to 0 hit points. A disintegrate spell destroys the wall completely.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wall's hit points increase by 10 for each slot level above 2nd.

Blooming Lethality

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a flower petal and a dried frog leg)
  • Duration: 1 minute
  • Classes: Alchemist, Druid, Odic, Ranger, Warden
  • Origin: Jack Weighill

You grow a poison-spewing flower at a point that you can see within range. The flower is small, and purple in colour, with yellow dots on its petals. At the end of each of your turns, it releases a 5-foot radius cloud of deadly toxins around it.

Each creature caught in the area must succeed on a Constitution saving throw or take 1d10 poison damage and become poisoned until the end of its next turn. A creature poisoned in this way is incapacitated.

The flower has 1 hit point. If it is destroyed, it releases a spore cloud, then the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of flowers you create with this spell increases by 1 per spell slot level expended above 2nd.

Blur

2nd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Alchemist, Artificer, Astromancer, Sorcerer, Wizard
  • Origin: Player's Handbook

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. If you take damage, the property ceases to function until the start of your next turn. 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.

Borrowed Knowledge

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a book worth at least 25 gp)
  • Duration: 1 hour
  • Classes: Astromancer, Cleric, Shaman, Warlock, Wizard
  • Origin: Strixhaven: A Curriculum of Chaos

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

Bottled Mana

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 1 hour
  • Classes: Alchemist
  • Origin: Jack Weighill

You absorb the mana imbued in the spell and gain a spell slot of 2nd-level, which lasts for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell slot gained increases by one level for each slot level above 2nd, up to maximum of 5th level.

Bowgentle's Transposition

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

You cross the streams of teleportation, changing positions with a creature within range. You and a creature you can see within range teleport, swapping positions. If you target an unwilling creature, they can avoid the spell’s effects with a successful Intelligence saving throw, causing the spell to fail.

Branding Smite

2nd-level evocation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Invoker, Paladin
  • Origin: Player's Handbook

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 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius until the spell ends. While this light persists, the target can't become invisible and the first attack roll made against it by another creature each turn is made with advantage.

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.

Breathsense

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a vial filled with condensation)
  • Duration: Concentration, up to a minute
  • Classes: Ranger, Warden,
  • Origin: Jack Weighill

You enhance your senses, gaining a field of consciousness that allows you to detect even the slightest breath. For the duration, you know the exact distance and direction to any creature that breathes within 60 feet of you.

Brilliance

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Bonded, Prism
  • Origin: Layhnet

Your soul ignites in a brilliant light. Until the spell ends, creatures that start their turn within 5 feet of you, or move to within 5 feet of you for the first time on their turn, must make a Constitution saving throw or be blinded until the end of their turn.

Calm Emotions

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Astromancer, Bard, Bonded, Cleric, Inquisitor, Invoker, Paladin, Prism
  • Origin: Player's Handbook

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.

When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Cauterise

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a short hunting knife and a piece of flint)
  • Duration: 1 hour
  • Classes: Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You touch a creature; searing its wounds closed with a burning heat. The target takes 1d4 fire damage. It then gains 3d10 temporary hit points, which remain the duration. Additionally, if the target is bleeding, its bleeding is staunched.

At Higher Levels. When you cast this spell using a spell slot of 3rd level, or higher, the number of temporary hit points granted to the target increases by 1d10 for each spell slot level expended above 2nd.

Celestial Synastry

2nd-level divination


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an astrological focus)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Shaman
  • Origin: Jack Weighill

You create a celestial link between two creatures that you can see within range marking their fate through astrological divination, each of which must be within 60 feet of each other. For each target, choose either Weal or Woe.

Weal. The target gains 2d4 temporary hit points at the start of each of its turns, which lasts until the spell ends.

If you chose Woe for the other target, whenever the Woe target makes an attack roll against the Weal target, the Weal target gains a +2 bonus to AC against that attack.

If you chose Weal for both targets, they each gain a +1 bonus to AC.

Woe. The target takes 2d4 psychic damage at the start of each of its turns.

If you chose Weal for the other target, whenever the Weal target makes an attack roll against the Woe target, the Woe target suffers a -2 penalty to AC against that attack.

If you chose Woe for both targets, they each suffer a -1 penalty to AC.

The spell ends if either target becomes separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the damage and temporary hit points increase by 1d4 for each slot level above 2nd.

Chargebolt

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a hunk of lead, and a pinch of sulfur in a tiny zinc container)
  • Duration: Concentration, up a minute
  • Classes: Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure innate energies within you to begin charging a powerful bolt of energy. On your subsequent turns, you can use an action to make a ranged spell attack against a creature within 120 feet, launching a bolt of violent energy towards them. The bolt deals 2d10 lightning damage on a hit, increasing by 1d10 each time you end your turn whilst you still concentrate on the spell, to a maximum of 6d10.

If you lose concentration on the spell as you charge it, you take half the spells damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the initial and maximum damage the spell can deal increases by 1d10 per spell slot level above 2nd.

Chrysalis

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a caterpillar cocoon)
  • Duration: 1 round
  • Classes: Druid
  • Origin: Jack Weighill

You encase a willing creature in a blanket of impenetrable silk, healing its wounds. If the target is dying, it becomes stable, unless it is a construct or undead. Then, until the start of your next turn, the target is immune to all damage, is incapacitated, and has a speed of 0.

At the start of your next turn, the target regains 2d10 hit points and the spell ends. This healing has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d10 for each slot level above 2nd.

Clinging Shadows

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bat fur)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Bard, Sorcerer, Warlock, Wizard
  • Origin: Dark Arts

You choose an area of dim light or darkness that you can see within range and that fits within a 15-foot cube. Each creature within the area must succeed on Strength saving throw or be restrained by shadows until the spell ends. A creature restrained by the shadows can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Until the spell ends, you can use a bonus action on each of your turns to cause a tendril of shadow to reach out and grab a creature within 10 feet of the area. The creature must repeat the saving throw. On a failed save, the creature is pulled into the nearest unoccupied space within the area and becomes restrained.

Cloud of Daggers

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sliver of glass)
  • Duration: Concentration, up to a minute
  • Classes: Bard, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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.

Comet Rush

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of space rock and ice)
  • Duration: Instantaneous
  • Classes: Astromancer, Druid, Warden, Wizard
  • Origin: Jack Weighill

You imbue a creature that you touch with the speed and power of a flying asteroid. That creature flies up to 30 feet in a straight line, moving through any creature as if it were not there. Each creature caught in the line must succeed on a Strength saving throw or take 2d8 bludgeoning damage, plus 1d8 cold damage, taking half on a success. A creature that fails its saving throw also falls prone.

If you cast this spell on an unwilling creature, you must make a melee spell attack against that creature. On a hit, the spell applies as normal, otherwise the spell fails.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the cold damage dealt increases by 1d8 per spell slot level above 3rd.

Constellation Message

2nd-level illusion (ritual)


  • Casting Time: 1 minute
  • Range: Sight
  • Components: V, S, M (a golden paintbrushand a pot of silver ink worth at least 150 gp)
  • Duration: 1 week
  • Classes: Astromancer, Druid, Ranger, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure a false constellation in the sky that lasts for the duration. The constellation can look how you choose, but can only depict one creature or object, or spell one word. A creature can decipher the message with a successful Intelligence check against your spell save DC. Any number of creatures you choose when you cast the spell can see the message without making this check.

The message can only be seen at night, and appears among the other stars, no brighter or dimmer than any other.

At Higher Levels. When you cast this spell using a 3rd-level or 4th-level slot, the spells duration increases to 1 month. When you cast this spell using a spell slot of 5th-level or 6th-level spell slot, the duration increases to 6 months, and the illusory constellation cannot be seen by anyone except those you choose. When you cast this spell using a spell slot of 7th-level or higher, the duration increases to 1 year.

Continual Flame

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (ruby dust worth 50 gp, which the spell consumes)
  • Duration: Unitl dispelled
  • Classes: Alchemist, Artificer, Cleric, Druid, Inquisitor, Prism, Warden, Wizard
  • Origin: Player's Handbook

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.

Cordon of Arrows

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (four or more arrows or bolts)
  • Duration: 8 hours
  • Classes: Ranger
  • Origin: Player's Handbook

You plant four pieces of nonmagical ammunition into the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d8 piercing damage, which counts as magical for the purposes of overcoming resistance and immunity. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd

Creeping Cold

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small glass or pottery vessel filled with ice, snow, or water)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Druid, Sorcerer, Warden, Warlock, Wizard
  • Origin: Almir's Spell List

You turn the target's sweat into ice, causing damage as ice forms in and on the skin. Choose a creature you can see within range. That creature must make a Constitution saving throw. On a failure, it takes 3d6 Cold damage. On a success the creature takes half as much cold damage and is not otherwise affected. At the start of each of its turns, it makes another Constitution saving throw, taking 2d6 Cold damage on a failure. Once it has succeeded on a saving throw, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the initial damage by 1d6 per slot level above 2nd.

Crown of Madness

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Alchemist, Bard, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

One creature of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. 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.

The charmed target must use its action before moving on each of its turns to make a weapon 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. The target can repeat its saving throw at the end of each of its turns. On a success, the spell ends.

Crown of Regrowth

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Warden,
  • Origin: Jack Weighill

Four motes of primal life essence appear and orbit around you until the spell ends. You can use a bonus action to expend one of the motes and gain 2d4 temporary hit points.

Whenever damage from a hostile creature causes you to lose any temporary hit points gained in this way, unless that damage would reduce you to 0 hit points, you regain an equal number of hit points.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of motes created increases by one for each slot level 2nd.

Cure Disease

2nd-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (medicinal herbs worth at least 5 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Alchemist, Bonded, Cleric, Druid, Inquisitor, Invoker, Odic, Paladin, Ranger, Shaman
  • Origin: Jack Weighill

You touch a creature and end one disease afflicting it.

Cyclonic Strike

2nd-level evocation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Ranger, Warden
  • Origin: Jack Weighill

The next time you hit a creature with a weapon attack before this spell ends, the attack unleashes a burst of wind in a 30-foot long, 5-foot wide line originating in the target’s space and extending away from you. Each creature caught in the area, including the target of the original attack, must make a Strength saving throw. On a failure, a creature suffers 2d10 bludgeoning damage and falls prone. On a success, a creature instead takes half damage and does not fall prone.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, both instances of the spells damage increase by 1d10 for each slot level above 2nd.

Darkness

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (bat fur and a drop of pitch or piece of coal)
  • Duration: Concentration, up to 10 minutes
  • Classes: Accursed, Alchemist, Astromancer, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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.

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.

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.

Darkvision

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (either a pinch of dried carrot or an agate)
  • Duration: 8 hours
  • Classes: Alchemist, Artificer, Astromancer, Bonded, Druid, Odic, Ranger, Sorcerer, Wizard
  • Origin: Player's Handbook

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

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.

Date

2nd-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (an animal bone, a wedge of tree trunk, or a layered hunk of rock)
  • Duration: Instantaneous
  • Classes: Bonded, Druid, Odic, Ranger, Shaman, Wizard
  • Origin: Jack Weighill

You touch an object or creature and extract the basics of its history. State an event related to the target. You learn the date that the stated event occurred in. For example, you can learn a creature’s birthdate, the last time a creature killed a humanoid creature, the creation date of an object, or the date that an object was parted from its previous owner.

The spell takes any events stated in its casting as literally as possible.

The spell fails if you state an event that never occurred to the target object or creature, or if you try to gain information about a creature that it does not wish you to know.

Deluge

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You transmute the water from the air into a huge bubble of hovering water at a point that you can see within range, dropping it on your enemies. Each creature in a 10-foot radius cylinder beneath the bubble must succeed on a Strength saving throw. On a failure, target creatures take 4d6 bludgeoning damage and fall prone. On a success, the target takes only half damage.

A creature of Huge size or larger succeeds on the saving throw against this spell automatically.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the damage dealt increases by 1d6 per spell slot level expended above 2nd.

Detect Portals

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a handful of sand)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Runeshaper, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Sigil and the Outlands

For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.

If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.

The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Thoughts

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a copper piece)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Bard, Bonded, Invoker, Odic, Prism, Shaman, Sorcerer, Wizard
  • Origin: Player's Handbook

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 understand any language, the creature is unaffected.

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.

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.

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.

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.

Disorienting Display

2nd-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Bard, Bonded, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You create illusory images that flitter and fly around in a 20-foot cube centred on a point that you can see within range. Any creature that enters the area for the first time or starts its turn there must succeed on an Intelligence saving throw or be distracted by the flickering images until the start of its next turn. A distracted creature loses half its movement and suffers disadvantage on attack rolls and ability checks.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the dimensions of the cube increase by 5 feet for every slot level expended above 2nd.

Dragon's Breath

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a hot pepper)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Sorcerer, Warden, Wizard
  • Origin: Xanathar's Guide to Everything

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 ldé for each slot level above 2nd.

Dust Devil

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (pinch of dust)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Sorcerer, Warden, Wizard
  • Origin: Elemental Evil

Choose an unoccupied 10-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.

Whenever a creature enters a space within 5 feet of the dust devil for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

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.

Dweomerfire

2nd-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a ball of multicoloured wax mixed with crystal powder worth at least 10 gp, which the spell consumes)
  • Duration: 1 hour
  • Classes: Druid, Runeshaper, Sorcerer, Warden, Wizard
  • Origin: Theorums and Thaumaturgy

You burn the ball of wax, causing it to disintegrate in a flare of multicoloured, but harmless flames. For the duration, any magical object, spell, or effect that passes through the 60-foot-radius sphere centered on the point where you burnt the wax ball for the duration lights up on a burst of colourful fire.

The flames give off no heat and are thus harmless.

A creature proficient in Intelligence (Arcana) checks, as well as the caster of the spell can tell that the colour of the fire indicate the type and potency of magic present. Ranged spells which are cast in the area of dweomerfire's influence produce a streak of fire emanating from the spell’s caster to its target, leaving no doubt as to the origin of the effect.

Earthbind

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Astromancer, Druid, Sorcerer, Warlock, Wizard
  • Origin: Elemental Evil

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 descends at 60 feet per round until it reaches the ground or the spell ends.

Elemental Roil

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Warden,
  • Origin: Jack Weighill

You create an aura of warbling elemental energy that exudes in a 30-foot radius around you. Until the spell ends, you can use a bonus action to force one creature within the aura to make a Constitution saving throw. A creature takes 2d8 damage on a failed save, or half as much on a successful one. The damage dealt is acid, cold, fire, lightning, poison, or thunder damage (you choose each time you deal the damage).

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.

Elemental Spike

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warden
  • Origin: Devout Handbook

You create a spike of energy from one of the elemental planes and send it careening at a target you can see within range. You choose Air, Earth, Fire, or Water as the plane from which you draw the energy, and then make a ranged spell attack against the target. If the attack hits, it has varying effects based on the plane you chose.

Air. The target takes 4d8 thunder damage and is pushed 10 feet away from you. Whether the attack hits or misses, the spell emits a thunderous boom audible out to 300 feet.

Earth. The target takes 4d8 force damage and is knocked prone.

Fire. The target takes 4d8 fire damage, or half as much if you missed with the attack.

Water. The target takes 4d8 cold damage, and its speed is halved until the beginning 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. Alternatively, when you cast this spell using spell slots of certain levels, you can choose multiple elemental planes, dealing the damage and imposing the effects of each chosen plane. If you cast this spell using a spell slot of 5th or 6th level, you can choose two planes; if you cast this spell using a 7th- or 8th-level spell slot, you can choose three planes; and if you cast this spell using a 9th-level spell slot, the spell gains the benefits of all four planes.

Elixir of Iron

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a drop of blood and a strip of iron)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist
  • Origin: Jack Weighill

You invoke a great tenacity in a creature that you can see within range. For the duration, the target gains a +2 bonus to AC and whenever the target takes damage, it can roll a d4 and subtract the number rolled from the damage taken.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the die rolled increases by 1d4 for every two slot levels above 2nd.

Empowered Strike

2nd-level evocation (smite)


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bonded
  • Origin: Jack Weighill

The next time your Manifestation hits a creature with an attack roll, they flare with powerful energy and the attack deals an extra 3d8 Form Damage. The spell then ends.

If your Manifestation is not in range when you cast this spell, the spell fails.

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.

Enhance Ability

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (fur or a feather from a beast)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Artificer, Astromancer, Bard, Bonded, Cleric, Druid, Inquisitor, Invoker, Odic, Ranger, Runeshaper, Shaman, Wizard
  • Origin: Player's Handbook

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.

Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Fox's Cunning. The target has advantage on Intelligence checks.

Owl's Wisdom. The target has advantage on Wisdom checks.

Eagle's Splendor. The target has advantage on Charisma checks.

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.

Enlarge/Reduce

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (fur or a feather from a beast)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Artificer, Bard, Druid, Odic, Sorcerer, Wizard
  • Origin: Player's Handbook

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. 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 immediately.

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 has advantage on Strength checks and Strength saving throws, as well as both its current and maximum hit points increasing by 5. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d6 extra damage and gain an additional 5 feet of reach.

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 has disadvantage on Strength checks and Strength saving throws as well as both its current and maximum hit points decreasing by 5 (this can't reduce the target's current is maximum hit points below 1). The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d6 less damage (this can't reduce the damage below 1) and its reach is reduced by 5 feet (this cannot reduce the target's reach below 5 feet).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may grant the target of the spell one additional instance of the chosen effect for every three spell slot level expended above 2nd.

For example, casting enlarge on a creature at 5th level causes them to increase by two size categories, their height is trippled and their weight is multipled by 16. Their hit points increase by 10, their weapon attacks deal an additional 4d4 damage and they gain an additional 10 feet of reach.

Enthrall

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 10 minutes
  • Classes: Astromancer, Bard, Bonded, Warlock
  • Origin: Player's Handbook

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to become distracted. If you or your companions are fighting a target, or a target is immune to the charmed condition, it is unaffected. Each target suffers a -10 penalty to their passive Wisdom (Perception) score until the spell ends or until they can no longer hear you. The spell ends early if you are incapacitated or can no longer speak.

Ethereal Draw

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, M (a tuning fork)
  • Duration: Instantaneous
  • Classes: Shaman,
  • Origin: Jack Weighill

Through the aid of an ethereal guide, you bring another creature to your side. One allied creature that you can see within range teleports into an unoccupied space that you can see within 10 feet of you.

Expectant Lesson

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Shaman
  • Origin: Jack Weighill

You speak a spiritual lesson of stern guidance. You gain four Guiding dice, which are d4s, and which last for the duration. Whenever another creature that you can see and that can hear you within range misses an attack roll or fails an ability check or saving throw, you can use your reaction and spend up to two of your Guiding dice. If you do, roll those dice and add them to the result of the target's attack roll, ability check, or saving throw, potentially turning a failure into a success.

When you have no Guiding dice remaining, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of Guiding dice you gain when you cast the spell increases by one for each slot level above 2nd.

Explosive Manifestation

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bonded
  • Origin: Jack Weighill

You gesture to an unoccupied space within range and call forth your Manifestation from your soul to apparate there in a burst of energy. Your Manifestation appears in the chosen space, filling a 10-foot-radius sphere around it with a surge of energy. Each creature caught in the area other than you or your Manifestation must make a Dexterity saving throw, taking 3d8 Form Damage on a failed save, or half as much damage on a successful one. The damage dealt by this spell is determined by the creature type of your Manifestation, as shown in the Explosive Damage table.

If when you cast this spell your Manifestation is not within your soul or if it has 0 hit points, the spell fails.

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.

Explosive Seed

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid
  • Origin: Sprouting Chaos

You conjure an explosive seed and then throw it a creature within range. The target must succeed on a Dexterity saving throw or take 4d6 fire damage as the seed catches fire. On both a success or a failure, the seed drops to the ground and sizzles violently. At the start of your next turn, the seed explodes. Each creature in a 10-foot radius must make a Dexterity saving throw. A creature takes 3d6 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 initial damage and the explosion damage each increase by 1d6 for each slot level above 2nd.

False Seeing

2nd-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a pair of glass or goggles with opaque lenses)
  • Duration: 1 minute
  • Classes: Alchemist, Artificer, Bard, Sorcerer, Wizard
  • Origin: Jack Weighill

You point a creature within range, warping their senses to perceive your version of the truth. The target must make an Intelligence saving throw. On a failure, the target creature has disadvantage on Wisdom (Perception) based on sight and loses the benefits of any special senses that it has, such as darkvision or blindsight.

A creature with truesight is immune to the effects of this spell.

Fangs of the Night Serpent

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Warlock,
  • Origin: Jack Weighill

You invoke the power of Dendar, the Night Serpent. Four spectral fangs clamp down onto a creature that you can see within range, devouring their dreams. The target must make a Wisdom saving throw. On a failure, the target takes 3d8 psychic damage and is wracked with their worst nightmares for the duration. On a success, the target takes half as much damage and the spell ends.

An affected creature cannot take reactions and suffers disadvantage on attack rolls and ability checks. They can repeat their saving throw at the end of each of their turns, ending the spell on a success.

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.

Fast Forward

2nd level dunamancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Blackstaff's Book of 1000 Spells

You alter the flow of time around you, granting yourself and an ally a crucial moment to reposition yourselves. As part of the bonus action used to cast this spell, you can immediately take the Dash action. This movement does not provoke opportunity attacks. If you move at least 10 feet, any ally within 5 feet of you when you end your movement can immediately use its reaction to move up to its speed.

Feral Empowerment

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A preserved animal paw)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Druid, Odic, Ranger, Shaman, Warden,
  • Origin: Tempest Lore

You touch a creature and infuse its form with preternatural focus and agility. Until the spell ends, the target gains the following benefits:

  • It adds 1d6 to its weapon attacks.
  • The first time it hits a creature with a weapon attack each turn, it regains 1d4 hit points.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing provided increases by 1d4 for every two slot levels above 2nd.

Find Steed

2nd-level conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Paladin
  • Origin: Player's Handbook

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on the form of a Beast of your choice. The chosen Beast must be of challenge rating 1/2 or lower; it mustn't have a burrowing, climbing, flying, or swimming speed; it must be exactly one size larger than you; and it must have suitable physiology to serve as a mount. The steed has the statistics of the chosen form, though it is a Celestial, Elemental, Fey, or Fiend (your choice) instead of a Beast and its hit point maximum is increased by 10. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

The steed is your Companion, you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with it telepathically.

You can't have more than one steed at a time. If you cast this spell while you already have a steed, you instead cause it to adopt a new form.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus the steed receives to its hit point maximum increases by 10 for each slot level above 2nd, to a maximum bonus of 40.

Find Traps

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Cleric, Druid, Ranger
  • Origin: Player's Handbook

You gain a preternatural sense for detecting traps. Until the spell ends, you gain a +5 bonus to Intelligence and Wisdom ability checks that pertain to detecting or locating a trap. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would help you find an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not help you find a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

Flame Blade

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (leaf of sumac)
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Astromancer, Druid, Sorcerer, Warden
  • Origin: Player's Handbook

You weave together swirling flames to create a sword made from embers 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 fire damage on a hit and has the finesse and versatile properties (2d10). The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Additionally, when you hit a creature with the blade, if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

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.

Flame Spiral

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of lemon grass root)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Jack Weighill

You surround yourself in a helix of swirling flame which fills a 10-foot radius around you for the duration. The fire grants you half cover, and whenever another creature enters the fire for the first time on a turn or starts their turn there, you may force that creature to make a Dexterity saving throw, taking 2d6 fire damage on a failed save, 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 fire damage increases by 1d6 for each slot level above 2nd.

Flaming Sphere

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Druid, Sorcerer, Wizard
  • Origin: Player's Handbook

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 enters a space within 5 feet of the sphere or ends its turn there 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.

The sphere occupies its space. 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. 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.

Flock of Familiars

2nd-level conjuration


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Warlock, Wizard
  • Origin: Lost Laboratory of Kwalish

You magically summon two duplicates of your familiar, which appear in unoccupied spaces that you can see within range. If you don't have a familiar that you can see within range when you cast this spell, the spell fails.

The clones function as per the find familiar spell and they must share the same form and creature type as your original familiar.

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 create an additional clone of your familiar for every two slot levels above 2nd.

Focus Bolt

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Bonded
  • Origin: Jack Weighill

You fire a bolt of spiritual energy towards a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage and, until the start of your next turn, your Manifestation has advantage on all attack rolls it makes against the target. On a miss, your Manifestation gains advantage on the next attack roll it makes against the target before the start of your next turn and the target is otherwise unaffected.

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.

Fortune's Favour

2nd-level dunamancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a white pearl worth at least 100 gp)
  • Duration: 1 hour
  • Classes: Cleric, Runeshaper, Shaman, Wizard
  • Origin: Mercer

You touch a willing creature, imparting them with a fragment of possibility. This small, floating bead of ethereal energy floats around the creature and lasts for the duration or until expended.

When a creature with a fragment of possibility makes an attack roll, ability check, or saving throw, it can expend its fragment to roll an additional d20, choosing which of the two rolls is used for the roll. Alternatively, after an attack roll is made against the creature, it can expend its fragment of possibility to roll a d20 and the attack uses the lower of the two d20 rolls.

A creature cannot have more than one fragment of possibility at any given time.

Forward/Backward

2nd-level dunamancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a tiny emerald gem worth at least 50 gp)
  • Duration: Concentration, up to an hour
  • Classes: Artificer, Druid, Runeshaper, Wizard
  • Origin: Synergenesis

You manipulate the flow of time in a small area, rapidly altering the age of a Small or smaller object you choose within range. Choose forward or backward for the affected area.


  • Forward. Ink dries, water evaporates, and candles burn down to stubs. You speed up time for the chosen object, causing it to age 10 minutes for every minute spent concentrating on the spell. This effect does not take into account future actions that could be taken upon the object, such as the object being broken, burnt, or altered in some way by an outside source.
  • Backward. Rotting apples freshen, torn documents mend, and shattered vases become whole. You reverse time for the chosen object, causing it to appear as it did 10 minutes ago for every minute spent concentrating on the spell.

In any case, this spell does not affect any objects physical location in space and nothing besides the chosen object is affected.

As a bonus action, you may switch between forward and backward effects.

Friction/Nonfriction

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a handful of gravel, or an ice cube)
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Artificer, Astromancer, Bard, Ranger, Runeshaper, Wizard
  • Origin: Jack Weighill

You alter the ground, changing its consistency to either form heavy drag, or seemingly have no substance at all. One of the following effects that you choose springs out from it in a 40-foot cube centred on a point that you can see within range. Each solid surface within the area is affected as such for the duration.

Friction. Moving across surfaces within the area require the moving creature to spend 2 feet of movement for each 1 foot that it moves.

Additionally, whenever a creature that has taken the Dash action this turn moves across an affected surface for the first time on that turn, that creature must succeed on a Dexterity saving throw or fall prone. A creature under the effects of a spell or other magical effect that increases their speed, such as the haste or longstrider spell, also makes this saving throw as if they were dashing.

Nonfriction. Whenever a creature enters the affected area for the first time on a turn, it must succeed on a Dexterity saving throw or fall prone and slide across the ground to the nearest unoccupied space outside of the area. A creature slides in the direction it was moving in when it entered the area. A creature also stops moving if it loses contact with a solid surface.

A creature that has taken the Dash action this turn, or a creature under the effects of a spell or other magical effect that increases their speed, such as the haste or longstrider spell suffers disadvantage on its saving throw against this spell.

Additionally, vertical surfaces affected by the spell cannot be scaled by any means short of Spider Climb, or similar traits.

Gentle Repose

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
  • Duration: 10 days
  • Classes: Alchemist, Cleric, Inquisitor, Invoker, Odic, Paladin, Prism, Shaman, Wizard
  • Origin: Player's Handbook

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. 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.

Geyser

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Jack Weighill

You summon a column of water that shoots up into the air in a 5-foot-radius cylinder that’s up to 30 feet high, centred on a point that you can see within range. Each creature caught in the area when it appears must make a Dexterity saving throw. A creature must also make this saving throw if it enters the geyser’s area for the first time on a turn.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cylinder. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failure, a creature is pushed into the nearest unoccupied space at the top of the cylinder and is held aloft there until the effect ends. While held aloft by the cylinder, a creature is restrained.

At the end of your next turn, the cylinder of water collapses and any creature held aloft by it falls. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. The spell then ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the maximum height of the cylinder increases by 10 feet for each slot level above 2nd.

Gift of Gab

2nd-level enchantment


  • Casting Time: 1 reaction; which you take when you speak to another creature
  • Range: Self
  • Components: V, S, M (a single gold piece, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Acquisitions Incorporated

When you cast this spell, you skillfully 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 instead remember the words you speak as the verbal component of the spell.

Glasswings

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Classes: Bard, Prism, Wizard
  • Origin: Swordmeow

Wings of glass unfold from your back, granting you a flying speed of 30 feet until the end of the turn, which lasts until the end of the current turn, whereupon the wings shatter into harmless glitter.

Additionally, once before the spell ends, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d6 slashing damage for every 5 feet of your flying speed that remains, to a maximum of 5d6, and its movement speed is reduced by half until the end of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the flying speed granted by the spell increases by 5 feet and the maximum damage dealt by the spell increases by 1d6 for each slot level above 2nd.

Gravity Bolt

2nd-level dunamancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You warp the very air around you, forming a small, localised gravity well, launching it forward. Make a ranged spell attack against a creature within range. On a hit, the target takes 2d10 force damage.

The well then pulses, releasing a gravitational shockwave in a 10-foot radius surrounding the target. Each creature within the area (including the target), must make a Strength saving throw, taking 2d8 force damage on a failed save, or half as much on a success. Regardless, any creature of Large size or smaller caught in the field is pulled into the nearest unoccupied space within 5 feet of the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the pulse increases by 1d8 for each spell slot level expended above 2nd.

Grimlore's Shadowgrasp

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Sorcerer, Warlock, Wizard
  • Origin: Grimlore's Grimoire

You create a medium-sized hand made of shadow in an unoccupied space that you can see. It moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 14 and hit points equal to your hit point maximum and has a movement speed of 25 feet. If it drops to 0 hit points, the spell ends. The hand doesn't fill its space and remains under the effects of the blur spell while active.

When you cast the spell, and as a bonus action on your turns, you can make a ranged spell attack against a creature within 5 feet of the hand, dealing 3d6 of necrotic damage. On a successful attack, the target must also make a Wisdom saving throw or be frightened of the hand until the end of its next turn.

You must have at least one free hand for the whole duration of the spell, otherwise it ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the hand increases by 1d8 for every slot level above 2nd.

Guided Strike

2nd-level divination


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 round
  • Classes: Invoker, Paladin, Ranger
  • Origin: Jack Weighill

You focus on the battle ahead, allowing both magic and muscle to guide your hand. Until the end of your next turn, the critical hit range of your weapon attacks increases by 2. This spell cannot increase your critical hit range above 5.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to your critical hit range increases by 1 for each spell slot level expended above 2nd.

Gust of Wind

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60-foot line
  • Components: V, S, M (a legume seed)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Ranger, Sorcerer, Wizard
  • Origin: Player's Handbook

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.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

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.

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.

At Higher Levels. When you cast this spell at 4th level you choose the origin point and direction of the Gust, as long as the point is within 40ft of your current position.

Harsh Glow

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Prism,
  • Origin: Jack Weighill

You bring down a burning light that fills a 10-foot radius, 60-foot-high cylinder centred on a point that you can see within range. Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. The target takes 1d8 fire damage plus 1d8 radiant 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 fire or radiant damage dealt (your choice) increases by 1d8 for each slot level above 2nd.

Healing Spirit

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Druid, Ranger, Shaman, Warden
  • Origin: Xanathar's Guide to Everything

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).

Until the spell ends, whenever you or a creature you can see moves into the spirits 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.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.

The spirit can restore hit points anumber of times equal to 1 + your spellcasting ability modifier (minimum of twice). Once it has expended all this healing, the spirit disappears.

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.

Heat Metal

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of iron and a flame)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Artificer, Astromancer, Bard, Druid, Runeshaper, Warden
  • Origin: Player's Handbook

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. If you target a metal object or surface that's larger than 5 feet on a side, you affect only a 5-foot cube area of that object with the spell. 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 while you're within range of the target to cause this damage again.

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.

Hold Person

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A small strip of iron)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Alchemist, Astromancer, Bard, Cleric, Druid, Inquisitor, Invoker, Odic, Paladin, Prism, Ranger, Shaman, Warlock, Wizard
  • Origin: Player's Handbook

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 on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Holy Edict

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a scrap of parchment bearing holy scripture)
  • Duration: Instantaneous
  • Classes: Inquisitor
  • Origin: Jack Weighill

You conjure divine scripture before you, unleashing a wave of holy energy in a 20-foot cone. Choose any number of creatures caught in the area. Each target must make a Charisma saving throw. A creature takes 2d4 psychic damage plus 2d8 radiant damage on a failed save, or half as much damage on a successful one.

When you cast this spell, you may choose a creature type from among Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen type have disadvantage on their saving throw against the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radiant damage dealt increases by 1d8 for each slot level above 2nd.

Honey Bomb

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a drop of honey)
  • Duration: 1 minute
  • Classes: Alchemist, Druid, Ranger
  • Origin: Jack Weighill

You create a burst of sticky honey around a creature that you can see within range, conjuring a swarm of angry bees to assail them. The swarm appears in the target creature’s space and uses the swarm of wasps stat block. The swarm disappears when it drops to 0 hit points or when the spell ends.

The swarm is your Companion, but it spends its turn attacking the target to the best of its ability instead of following any direct orders.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the swarm has an additional 5 hit points and has a +1 bonus to attack and damage rolls for each slot level above 2nd.

Id Insinuation

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Bonded, Shaman, Warlock
  • Origin: Unearthed Arcana

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must make a Wisdom saving throw. On a failure, it suffers 1d12 psychic damage and suffers the following effects for the duration:

  • It takes 1d12 psychic damage at the start of each of its turns.
  • Its speed is halved.
  • It suffers disadvantage on attack rolls and ability checks.

On a success, a creature takes half as much damage and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage dealt increases by 1d12 for each slot level above 2nd.

Ignite Soul

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Odic
  • Origin: Jack Weighill

You send the life essence within a creature to burning temperatures. When you cast this spell, the target takes 1d8 fire damage. The target takes this damage again at the start of each of your turns while the spell lasts.

Whenever a creature is dealt damage by this spell, it must make a Constitution saving throw. On a failure, the target suffers disadvantage on attack rolls and ability checks until the start of your next turn. After failing three saving throws, it fails all future saving throws it makes against the spell before the spell ends. After succeeding on three saving throws, the spell ends for the target.

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.

Immovable Object

2nd-level dunamancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
  • Duration: 1 hour
  • Classes: Artificer, Astromancer, Runeshaper, Wizard
  • Origin: Critical Role

You touch an object that weighs no more than 10 lbs and cause it to become magically fixed in place. You can also set a password that, when spoken within 5 feet of the object, suppresses the spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 lbs 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. When 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 lbs, and the duration increases to 24 hours. When 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 lbs, and the effect is permnanent until dispelled.

Additionally, when you cast this spell using a spell slot of 3rd level, or higher, the maximum weight of an object you can effect with this spell increases by 10 lbs for each spell slot level after 2nd.

Indalamar’s First Manoeuvre

2nd-level dunamancy


  • Casting Time: 1 reaction, which you take when immediately after rolling initiative
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Paladin, Runeshaper, Wizard
  • Origin: Jack Weighill

You briefly speed up or slow down a creature as it joins battle. Roll a d20. You can replace the initiative roll of a creature that you can see within range with the result of the d20. An unwilling creature must succeed on an Intelligence saving throw to resist this spell.

Indalamar's Piercing Blades

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a silver spearhead worth at least 25 gp)
  • Duration: Instantaneous
  • Classes: Accursed, Paladin, Runeshaper, Wizard
  • Origin: Jack Weighill

You gesture forward, conjuring forth a barrage of piercing weaponry to strike at any creature you choose within a 15-foot cone in front of you. Each creature you choose in the area must succeed on a Dexterity saving throw. On a failure, the target creature suffers 3d8 piercing damage, taking half damage on a success.

A creature damaged by this spell starts bleeding (1d4) for 1 minute.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage dealt to each target increases by 1d8 for each spell slot level expended above 2nd.

Inhibiting Seal

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to a minute
  • Classes: Runeshaper,
  • Origin: Jack Weighill

You place a rune onto the skin of a creature that you can see within range, inhibiting their ability to harm others. The target’s speed is reduced by 10 feet and whenever it makes an attack roll or an ability check, roll a d4 and subtract the result from the target’s roll.

A creature can use its action to make a Wisdom saving throw, overpowering the seal on a success and ending the spell.

Insurmountable to Surmountable

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a spider leg)
  • Duration: 10 minutes
  • Classes: Astromancer, Druid, Ranger, Warden, Wizard
  • Origin: Grimlore's Grimoire

You touch a surface up to 10 feet wide and 60 feet long that is difficult or unable to be climbed and shape small hand holds across it. Creatures gain advantage on Strength (Athletics) checks made to climb the surface, whilst creatures with a climb speed may do so without making ability check.

Invigorating Arms

2nd-level evocation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Invoker
  • Origin: Jack Weighill

The next time you hit with a weapon attack using a divine arm during this spell's duration, your attack deals an extra 2d6 radiant damage. You may then choose a willing creature other than you that you can see within 30 feet of the attack's target. That creature regains hit points equal to the radiant damage dealt by the spell. Once you have dealt this damage, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d6 for each slot level above 2nd.

Invisibility

2nd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an eyelash encased in gum arabic)
  • Duration: Concentration, for up to an hour
  • Classes: Alchemist, Artificer, Astromancer, Bard, Sorcerer, Warden, Warlock, Wizard
  • Origin: Player's Handbook

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.

Jackdaw's Ravenous Grasp

2nd-level necromancy


  • Casting Time: 1 reaction, which you take when a creature that you can see within range starting its turn with 0 speed
  • Range: 30 feet
  • Components: V, S, M (the foot of a corvid)
  • Duration: Instantaneous
  • Classes: Accursed, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You make a grasping motion with your hand towards a bound creature within range. The target must succeed on a Constitution saving throw or have its body and soul pulled towards you. On a failure, the target creature takes 2d6 necrotic damage and is pulled 10 feet towards you. On a success, the target creature takes half damage and is pulled 5 feet towards you. When you damage a creature within this spell, you can choose one of the following additional effects:

  • You regain hit points equal to the damage dealt by the spell
  • You gain temporary hit points equal to the damage dealt by the spell

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the damage dealt increases by 1d6 per spell slot level expended above 2nd.

Jodariel's Ousting Jaws

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (the tooth of a demon)
  • Duration: Instantaneous
  • Classes: Accursed, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You transform your mouth into the maw of a demon, rows of razor-sharp fangs that tear into a creature within range. Make a melee spell attack against the target. On a hit, the target creature takes 4d6 piercing damage.

Additionally, the target must make a Wisdom saving throw. On a failed save, the target becomes frightened of you for 1 minute. A creature frightened of you in this way takes 1d6 psychic damage at the start of each of its turns. The target can repeat its saving throw at the end of each of its turns, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, both the piercing and psychic damage dealt increase by 1d6 per spell slot level expended above 2nd.

Judging Palm

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Invoker
  • Origin: Jack Weighill

You touch a creature and invoke the judgement of the gods. Make a melee spell attack against the target. On a hit, the target takes 3d10 radiant damage, you learn its alignment, and at the start of each of the target's turns before the spell ends, it takes 1d10 radiant damage.

At the end of each of its turns, an affected target can make a Constitution saving throw, ending the effect on itself on a success.

Alternatively, you can choose to deal no damage with this spell and only learn the target's alignment.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd.

Knock

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

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.

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.

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.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Korrin's Fist

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Cleric, Inquisitor, Odic, Paladin,
  • Origin: Jack Weighill

You channel your willpower into your fist, releasing a powerful strike of energy at a creature that you can see within range. Make a melee spell attack against the target. On a hit, the target take 2d12 force damage and is pushed up to 10 feet away from you. A creature that is Huge size or larger is not pushed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d12 and the maximum distance pushed increases by 5 feet for each slot level above 2nd.

Lesser Restoration

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Bard, Cleric, Druid, Inquisitor, Invoker, Odic, Paladin, Prism, Ranger, Shaman
  • Origin: Player's Handbook

You touch a creature and can end one condition afflicting it. The condition can be bleeding, blinded, deafened, paralyzed, or poisoned.

Alternatively, you may remove one of the target's injuries. Once you have removed a creature's injury in this way, you can't do so on that creature again until you finish a long rest.

Levitate

2nd-level dunamancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Artificer, Astromancer, Runeshaper, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

One creature or 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.

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.

When the spell ends, the target floats gently to the ground if it is still aloft.

Litany of Bestowal

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round
  • Classes: Inquisitor,
  • Origin: Jack Weighill

You speak divine words of holy power, strengthening their magic. Choose a creature that you can see within range. If the target can hear and understand you, it becomes empowered until the end of your next turn. When the target casts a spell using a spell slot of 1st level or higher whilst empowered in this way, it can choose to end this spell early to bolster the spell it casts. If it does, the spell counts as one level higher than the spell slot expended to cast it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bolstered spell is increased by one additional level higher for each slot level above 2nd, to a maximum of four levels higher.

Litany of Rigour

2nd-level divination


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round
  • Classes: Inquisitor,
  • Origin: Jack Weighill

You speak divine words of guidance, allowing the target to aim true. Choose a creature that you can see within range. If the target can hear and understand you, it becomes empowered until the end of your next turn. Whilst empowered in this way, the target adds 1d6 to its attack rolls.

At Higher Levels. When you cast this spell using a spell slot of 3rd level, the die rolled increases to 1d8. When you cast this spell using a spell slot of 4th level, the die rolled increases to 1d10. When you cast this spell using a spell slot of 5th level or higher, the die rolled increases to 1d12.

Living Performance

2nd-level illusion


  • Casting Time: 1 reaction, which you take when immediately before you cast a spell of 3rd level or lower
  • Range: 5 feet
  • Components: V, S
  • Duration: Special
  • Classes: Bard
  • Origin: Jack Weighill

You manifest the triggering spell as a quasi-real performer that maintains the cast spell in your stead. The performer appears in a space within range and maintains concentration on the triggered spell in your stead. The spell originates from the performer and is cast in its space. The performer appears however you choose, provided that it’s no larger than 5 feet in any dimension.

The performer has AC equal to your bard spell save DC, 15 hit points, immunity to all conditions, and it uses your bard spell attack modifier for its Constitution saving throws made to maintain concentration on the triggering spell. The spell ends when the triggering spell ends, when the performer drops to 0 hit points, or when you cast this spell again, whereupon the performer vanishes.

As a bonus action on each of your turns, you may move the performer up to 30 feet to a space on the ground.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the level of spell that this spell can affect increases by one and the hit points of the performer increase by 10 for each slot level above 2nd.

Locate Animals or Plants

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of fur from a bloodhound)
  • Duration: Instantaneous
  • Classes: Bard, Bonded, Druid, Odic, Ranger, Warden
  • Origin: Player's Handbook

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.

Locate Object

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a forked twig)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Bonded, Cleric, Druid, Paladin, Ranger, Runeshaper, Wizard
  • Origin: Player's Handbook

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. 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. 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.

Lunar Strike

2nd-level evocation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Astromancer
  • Origin: Jack Weighill

The next time you hit a creature with a melee attack during the spell’s duration, you conjure the light of the moon, and the attack deals an extra 2d8 radiant damage.

Additionally, one willing creature of your choice within 30 feet of you becomes enshrouded by lunar magic until the start of your next turn, after which the spell ends. While the effect persists, attack rolls made against the target are made with disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the secondary damage increases by 1d8 for each slot level above 2nd.

Magic Mouth

2nd-level illusion (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Artificer, Bard, Runeshaper, Wizard
  • Origin: Player's Handbook

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.

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.

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.

Magic Weapon

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Astromancer, Paladin, Ranger, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

You touch a weapon. Until the spell ends, the target weapon becomes a magic weapon if it isn't already and it gains 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.

Manacle of Burden

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bonded, Inquisitor, Paladin, Warlock
  • Origin: Grimlore's Grimoire

You bind two targets in spectral chains. One creature that you can see within range becomes bound to another creature, a Medium or larger object that isn't being worn or carried, or a solid surface that you can see within 20 feet of the initial target. Any creature bound by this spell must spend 2 feet of movement for every 1-foot it moves.

If the targets are ever more than 20 feet apart, the chain snaps. When the chain snaps, each creature that was bound by it must make a Strength saving throw, taking 4d8 force damage on a failed save, or half as much damage on a successful one. The spell then ends.

A nonmagical object that isn't being worn or carried also takes the damage if it's bound by the chains when they snap.

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.

Manifestated Protection

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when you would take damage
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Bonded
  • Origin: Jack Weighill

You call your Manifestation to shield you from harm. Your Manifestation takes the triggering damage and you take no damage.

If your Manifestation is not in range when you cast this spell, the spell fails.

Maximilian's Earthen Grasp

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a miniature hand sculpted from clay)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Player's Handbook

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.

To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

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.

Melanosis

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (blackened grime taken from the decomposed remains of soft tissue)
  • Duration: 10 minutes
  • Classes: Alchemist
  • Origin: Jack Weighill

You enact the first stage of the great work: the blackening, in a creature that you can see within range. The target begins to rapidly decompose, taking 4d4 necrotic damage at the start of each of its turns for the duration. The target can make a Constitution saving throw against the spell at the end of each of its turns. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d4 for each slot level above 2nd.

Melf's Acid Arrow

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (powdered rhubarb leaf and an adder's stomach)
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Ranger, Sorcerer, Wizard
  • Origin: Player's Handbook

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 5d4 acid damage immediately and 3d4 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 1d4 for each slot level above 2nd.

Mental Barrier

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when you take psychic damage or are forced to make an Intelligence, a Wisdom, or a Charisma saving throw
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Bonded, Odic, Prism, Runeshaper, Shaman, Sorcerer, Wizard
  • Origin: Unearthed Arcana

You protect your mind with a wall of looping, repetitive thought. You have advantage on the triggering saving throw and you gain resistance to psychic damage until the end of the turn.

Metabolt

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer,
  • Origin: Jack Weighill

You launch a bolt of sorcerous energy at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.

Metamagic options used on this spell cost 1 less sorcery point.

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.

Metaburst

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer
  • Origin: Jack Weighill

You release a blast of sorcerous energy from a point that you can see within range. Each creature within 10 feet of the chosen point must make a Dexterity saving throw. A creature takes 5d4 force damage on a failed save, or half as much on a success.

Metamagic options used on this spell cost 1 less sorcery point.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d4 for each slot level above 2nd.

Mind Spike

2nd-level divination


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 hour
  • Classes: Accursed, Alchemist, Bonded, Prism, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw. 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. Additionally, you may choose for a creature to take 3d10 psychic 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 1d10 for each slot level above 2nd.

Mirror Image

2nd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, Astromancer, Bard, Sorcerer, Wizard
  • Origin: Player's Handbook

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.

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.

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.

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.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blind sight, or if it can perceive illusions as false, as with true sight.

Misty Step

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Astromancer, Sorcerer, Warden, Warlock, Wizard
  • Origin: Player's Handbook

You teleport to an unnoccupied space that you can see within 30 feet.

Moonbeam

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Druid, Occultist
  • Origin: Player's Handbook

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Nathair's Mischief

2nd-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a piece of crust from an apple pie)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Astromancer, Bard, Prism, Sorcerer, Wizard
  • Origin: Fizban's Treasury of Dragons

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.

Mischievous Surge
d4 Effect
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.
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.
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 on its turn to move in a random direction.
4 Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.

Nausea

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a bottle filled with seawater and splinters from an shipwreck)
  • Duration: 1 minute
  • Classes: Alchemist
  • Origin: Jack Weighill

You make a creature feel terrible vertigo. For the duration, the target’s speed is reduced by 10 feet and it must make a Constitution saving throw at the start of each of its turns. On a failure, the target falls prone and becomes poisoned until the start of its next turn. On a success, the target is instead poisoned until the end of the turn, upon which the spell ends.

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.

Nystul's Magic Aura

2nd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small square of silk)
  • Duration: 24 hours
  • Classes: Runeshaper, Wizard
  • Origin: Player's Handbook

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.

Ond Pulse

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Odic,
  • Origin: Jack Weighill

You release a blast of life energy in a 5-foot-wide, 90-foot-long line. Each creature you choose that is caught in the area must make a Dexterity saving throw. A creature takes 2d8 radiant damage on a failed save, or half as much on a successful one.

A creature that takes damage from this spell becomes overloaded with life energy, taking an extra 2d4 necrotic damage at the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage dealt increases by 1d8 for each slot level above 2nd.

Origami

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a piece of paper, which the spell consumes)
  • Duration: Concentration, up to an hour
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

You fold up a small piece of paper and bring it to life. The paper animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. The origami is your Companion. While the origami is within 500 feet of you, you can command it telepathically.

The origami is a Tiny Construct with AC 11 and 1 hit point. Its Strength is 1, its Dexterity and Constitution are 7, its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 5 feet. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the origami drops to 0 hit points, it is destroyed.

When you cast the spell, choose a form for the origami: Boat, Crane, Frog, Shuriken, or Snake. The origami resembles is shaped to resemble the chosen form, which determines certain traits as described below. While you're holding the origami, you can use an action to change its current form.


  • Boat. The origami has a swimming speed of 10 feet. Additionally, the origami floats in liquid and can support up to 1 pound while doing so.
  • Crane. The origami has a flying speed of 10 feet. Additionally, while the origami is within 500 feet of you, you can use an action to see through your origami's eyes until the start of your next turn, gaining the benefits of its blindsight. During this time, you are deaf and blind with regard to your own senses.
  • Frog. The origami can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, the origami can use its action to jump up to 10 feet.
  • Shuriken. The origami has AC 14, a Dexterity of 16, and a flying speed of 30 feet. It doesn't provoke an opportunity attack when it flies out of an enemy's reach. Additionally, the origami can use its action to make a melee weapon attack against a target within 5 feet of itself, using your spell attack modifier for the attack. On a hit, if the origami moved at least 20 feet straight toward the target immediately before the hit, the attack deals force damage equal to 1d4 plus your proficiency bonus.
  • Snake. The origami has a bonus to Dexterity (Stealth) checks equal to your spell attack modifier. Additionally, the origami can use its action to eject a droplet of inky fluid onto a target within 5 feet of itself. You know the approximate distance and direction to any target with this fluid on it. The fluid can be washed off a target using an action. It evaporates when the spell ends.

Pass Without Trace

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pinch of iron dust)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Astromancer, Druid, Ranger
  • Origin: Player's Handbook

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you), that stays within range, treats any Dexterity (Stealth) check roll of a 9 or lower as a 10 on the dice, and cannot be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Phantasmal Force

2nd-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Alchemist, Bard, Bonded, Prism, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

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.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. 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. 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.

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.

Phantom Chasm

2nd-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a handful of leaves and twigs)
  • Duration: Concentration, up to an hour
  • Classes: Bard, Prism, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You thrust your arms outward, creating the illusion that a deep pit has opened at a point that you can see within range, causing those that stand on it to seemingly fall down within. The pit fills a 10-foot square on the ground, centred on the point. Any creature that enters the pit’s space must succeed on an Intelligence saving throw or believe itself to have fallen into the chasm, taking 3d6 psychic damage and falling prone.

On a success, the target realises the pit is an illusion, and is completely unaffected by the spell for the duration.

A creature inside the pit can stand prone but perceives the edges of the pit as completely unscalable. The creature remakes its saving throw at the end of each of its turns, revealing the pit as an illusion on a success.

Pip's Rockwarblers

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Druid, Odic, Sorcerer, Wizard
  • Origin: Jack Weighill

You transform up to three small stones within range into birds that take flight. As a part of your action to cast the spell, and as a bonus action on subsequent turns, you can direct the actions and movement of each individual bird as long as each bird remains within 60 feet of you.

Each bird has the statistics of a raven, with the following alterations:

  • It is an elemental instead of a beast.
  • It has hit points equal to your spellcaster level.
  • Its beak attack uses your spell attack modifier and deals 1d4 piercing damage.
  • If the bird flies at least 20 feet toward a creature and hits it with its Beak attack, you may cause the target to suffer an additional 2d6 bludgeoning damage and for it to make aStrength saving throw against your spell save DC, falling prone on a failure. After dealing damage in this way, the bird drops to 0 hit points.

The birds transform back when the spell ends, when it moves into a space more than 120 feet from you, or it’s is reduced to 0 hit points. A bird being reduced to 0 hit points causes the reformed rock to break.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of birds created increases by one for each spell slot level expended above 2nd.

Prayer of Healing

2nd-level evocation


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric, Paladin
  • Origin: Player's Handbook

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Primeval Awareness

2nd-level divination


  • Casting Time: 1 minute
  • Range: 1 mile
  • Components: V, S, M (a wicker talisman in the shape of an eye)
  • Duration: Instantaneous
  • Classes: Ranger,
  • Origin: Jack Weighill

You cast your senses out into the world around you, sensing the presence of chosen entities. Choose one of the following creature types: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select one race of humanoid (such as gnolls and orcs). You detect whether one or more creatures of the chosen type are within range, approximately how many of those creatures there are, and the approximate distance and direction towards them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell’s range increases by 2 miles for each slot level above 2nd.

Prismatic Pulse

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Prism,
  • Origin: Jack Weighill

You create a blast of multicoloured energy, emanating from a point that you can see within range. Each creature within 10 feet of the blast must make a Dexterity saving throw. For each target, roll a d8 to determine which colour affects it.

1. Red. The target takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

2. Orange. The target takes 3d6 acid damage on a failed save, or half as much damage on a successful one.

3. Yellow. The target takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.

4. Green. The target takes 3d6 poison damage on a failed save, or half as much damage on a successful one.

5. Blue. The target takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

6. Indigo. On a failed save, the target is restrained until the end of your next turn

7. Violet. On a failed save, the target is blinded until the end of your next turn.

8. Special. The target is struck by two colours. Roll twice more, rerolling any 8.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a creature takes an extra 1d6 radiant damage on a failed save, or half as much on a successful one, for each slot level above 2nd.

Project Barrier

2nd level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a palm-sized silver shield worth at least 25 gp)
  • Duration: 10 minutes
  • Classes: Artificer, Runeshaper, Wizard
  • Origin: Jack Weighill

You conjure up an arcane barrier from your hand in front of you to protect you from incoming attacks. The barrier remains in your hand, projected forwards from your palm, should you attempt to hold or grasp any object in the affected hand, the spell ends.

At any point on your turn, or as a reaction, you can change the direction the barrier is facing.

If you would be targeted with an attack roll, or be forced to make a Dexterity saving throw by a source in the direction the barrier is facing, you are considered to have half cover.

Protection from Charms

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of iron dust)
  • Duration: 1 hour
  • Classes: Bonded, Cleric, Inquisitor, Invoker, Paladin
  • Origin: Axios Verum

You touch a creature. If it is charmed, you end the charm. If more than one charm afflicts the target, you end one charm that you know is present, or you end one at random. For the duration, the target is immune to being charmed.

At Higher Levels. When you cast this spell with a spell slot of the 3rd level or higher, you can protect one additional creatures for each spell slot level past the 2nd.

Protection from Poison

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Alchemist, Artificer, Bonded, Cleric, Druid, Invoker, Odic, Paladin, Ranger, Shaman
  • Origin: Player's Handbook

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Punishing Smite

2nd-level enchantment (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Paladin,
  • Origin: Jack Weighill

The next time you hit a creature with a melee weapon attack during the spell’s duration, you leave a punitive mark on the target’s flesh, which lasts for the duration. The next time the marked creature hits another creature with an attack or targets another creature with a damaging spell, it must first make a Wisdom saving throw. On a failed save, the creature takes 1d6 necrotic damage plus 1d6 psychic damage and the damage dealt by their attack or spell is halved. On a successful save, the creature takes half as much damage and the damage of its attack or spell is unaffected.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic or psychic damage dealt (your choice) increases by 1d6 for each slot level above 2nd.

Pyrotechnics

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Bard, Prism, Sorcerer, Warden, Wizard
  • Origin: Elemental Evil

You cause a burst of energy from the elemental plane of fire, creating either a blast of fireworks or smoke at a point that you can see within range.

Fireworks. The target point explodes with a dazzling display of colors. Each creature within 10 feet of the target point must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke. Thick black smoke spreads out from the target point in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Raise Bestial Dead

2nd-level necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a handful of diamond dust worth at least 50 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Inquisitor, Odic, Paladin, Shaman,
  • Origin: Jack Weighill

You touch the body of a dead beast, imbuing it with renewed life. The creature is raised from the dead with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts or cure diseases.

Ray of Enfeeblement

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Accursed, Alchemist, Odic, Warlock, Wizard
  • Origin: Player's Handbook

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. 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.

Ray of Stupidity

2nd level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of parchment shaped into a cone)
  • Duration: Concentration, up to an hour
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

You unleash a beam of dull grey energy towards a creature that you can see within range. On a hit, the target suffers penalty to one of its mental ability scores that you choose: Intelligence, Wisdom or Charisma, for the duration. This penalty is equal to 1d4 + 1. This spell cannot reduce a target’s ability score below 3.

A lesser restoration spell, or greater magic, cast on the target ends the spell’s effects early.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may instead choose two of the target’s mental ability scores. When you cast this spell using a spell slot of 6th level or higher, you may instead choose three of the target’s mental ability scores.

Reflexive Shot

2nd-level divination


  • Casting Time: 1 reaction, which you take when a creature you can see moves into a space within 30 feet of you
  • Range: Self
  • Components: V, M (a weapon)
  • Duration: Instantaneous
  • Classes: Ranger,
  • Origin: Jack Weighill

Your natural instinct takes over your body, bringing out uncanny reflexes. When a creature moves within 30 feet of you, you can use your reaction to cast this spell and make a weapon attack against the creature with a weapon you are holding as long as it’s within range of that weapon. On a hit you deal an additional 2d10 force damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the additional damage dealt increases by 2d10 for each spell slot level expended above 2nd.

Repair Damage

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Runeshaper, Wizard
  • Origin: Axios Verum

A creature, structure, or object you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier, or a nonmagical or Common magic item you touch is restored to working condition. This spell only has an effect on Construct creatures, structures and objects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the hit points regained increases by 1d8 for each slot level above 2nd. With a spell slot of 3rd level or higher, you can restore an Uncommon magic item to working condition. With a spell slot of 4th level or higher, you can restore a Rare magic item to working condition. With a spell slot of 5th level or higher, you can restore a Very Rare magic item to working.

Ricochetting Arrow

2nd-level transmutation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Ranger
  • Origin: Jack Weighill

The next time you make a ranged weapon attack, you imbue the ammunition with a twisting zephyr that seeks further targets. Choose a creature or object within 30 feet of the attack’s target. Make a ranged spell attack against that target. On a hit, the new target takes damage equal to a roll of your weapon’s damage die plus your spellcasting ability modifier. The damage type is the same as your weapon. Repeat this process once, choosing a different target than the previous.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you repeat the ricochetting process one additional time for each slot level above 2nd, to a maximum of five total ricochets.

Rope Trick

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (powdered corn extract and a twisted loop of parchment)
  • Duration: 1 hour
  • Classes: Artificer, Runeshaper, Wizard
  • Origin: Player's Handbook

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.

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.

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.

Anything inside the extradimensional space drops out when the spell ends.

Sanctify

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Cleric,
  • Origin: Jack Weighill

You bless a 20-foot radius sphere centred on a point that you can see within range with divine power. The first time a hostile creature takes damage on a turn whilst in the area, it takes an extra 1d4 radiant damage.

Additionally, the first time a non-hostile creature takes damage on a turn whilst in the area, it reduces that damage by 1d4.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the damage and damage reduction of the spell increase by 1d4 for very two slot levels above 2nd.

Sapphire Hail

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a sapphire worth at least 100gp)
  • Duration: 1 round
  • Classes: Astromancer, Druid, Prism, Runeshaper, Wizard
  • Origin: Jack Weighill

You cause the sky to rain down bolts of sapphire energy, devastating your enemies. Until the start of your next turn, blue bolts of light rain from the sky in a 30-foot cube in front of you. Whenever another creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw, taking 4d6 radiant damage on a failed save, and 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 per spell slot level expended above 2nd.

Scorching Ray

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Astromancer, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

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.

See Invisibility

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver)
  • Duration: 1 hour
  • Classes: Alchemist, Artificer, Bard, Bonded, Prism, Odic, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

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.

Shadow Blade

2nd-level illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Astromancer, Ranger, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

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.

Shatter

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a chip of mica)
  • Duration: Instantaneous
  • Classes: Accursed, Alchemist, Astromancer, Bard, Runeshaper, Sorcerer, Warden, Warlock, Wizard
  • Origin: Player's Handbook

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.

Shifting Earth

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bead from an abacus)
  • Duration: Instantaneous
  • Classes: Alchemist, Astromancer, Druid, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You alter the ground within a 20-foot cube centred on a point that you can see within range. For each creature stood in the area, choose a distance up to 15 feet and a direction that is horizontal to you. That creature is moved the chosen distance in the chosen direction. You cannot use this spell to move a creature into a space that is not on solid ground or into a space outside of the spell's area.

An unwilling creature can avoid being moved with a successful Dexterity saving throw, but a creature that fails its saving throw is knocked prone. A Huge or larger creature succeeds on this saving throw automatically.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's area increases by 10 feet and the maximum distance a creature can moved increases by 5 feet for each slot level above 2nd.

Silence

2nd-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Accursed, Astromancer, Bard, Bonded, Cleric, Invoker, Odic, Ranger, Runeshaper, Shaman,
  • Origin: Player's Handbook

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.

Silvery Barbs

2nd-level enchantment


  • Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you succeeds on an attack roll, ability check, or saving throw
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard
  • Origin: Strixhaven: A Curriculum of Chaos

You loose cutting words on silvery thread that distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Skywrite

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: 8 hours
  • Classes: Artificer, Astromancer, Bard, Druid, Shaman, Wizard
  • Origin: Elemental Evil

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 disperses the clouds after 1 minute, ending the spell early.

You may cause the clouds to disperse early as an action whilst you can see the message.

Slicing Shadows

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Warlock,
  • Origin: Jack Weighill

You invoke the power of Mephiles, the Hound of Strife. Tendrils of darkness wrap around a creature that you can see within range. The target must make a Dexterity saving throw. On a failure, the target takes 2d4 slashing damage plus 1d8 necrotic damage and the target starts bleeding (2d4). On a success, the target takes half as much damage and does not start bleeding.

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.

Snakeoil

2nd-level illusion (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a hollow glass pyramid filled with oil)
  • Duration: 8 hours
  • Classes: Alchemist, Bard, Bonded, Odic, Wizard
  • Origin: Jack Weighill

You touch a creature, imbuing a false sense of vigour in their body, covering wounds with illusory magic, and blinding nerves to pain. A creature believes itself to have recovered half its hit point maximum and be cured of one disease afflicting it, as the illusion covers any dripping blood, and blinds the senses to not detect pain, blood flow, or otherwise.

Other creatures are affected by this illusion too, with those creatures requiring an action spent observing the target creature, seeing through the illusion on a successful Intelligence (Investigation) check of a DC equal to your spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can target one additional creature per spell slot level expended above 2nd.

Snilloc's Snowball Swarm

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a piece of ice or a small white rock chip)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Elemental Evil

You unleash a flurry of six snowballs from a point that you can see within range. Each snowball flies from that point up to 30 feet in a straight line in a direction you choose before falling to the ground, stopping early if it impacts as a solid surface. If a snowball would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the snowball strikes the target and stops moving. When the snowball strikes something, what it strikes takes 1d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of snowballs thrown increases by one for each slot level above 2nd.

Solarbeam

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (several seeds of any sunflower plant and a piece of plagioclase feldspar)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Druid
  • Origin: Jack Weighill

A glistening orb of orange light forms at a point that you can see within range. The orb sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

When you cast this spell, the orb fires a beam of light towards a creature that you can see within 60 feet of the orb. Make a ranged spell attack against the target. On a hit, the target takes 2d6 radiant damage.

On your next turn and on each of your subsequent turns thereafter before the spell ends, you can use a bonus action to have the orb fire an additional beam of light, targeting the same creature or a different one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d6 for each slot level above 2nd.

Soulsever

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (two silver pieces taken from the eys of a corpse)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You point to a creature within range, momentarily severing a fragment of their soul from their body as a violent assailant. The target must succeed on a Charisma saving throw. On a success, the target takes 2d4 necrotic damage and the spell ends. On a failure, their soul manifests as a specter, which appears in an unoccupied space within 5 feet of the target.

The specter is your Companion, but it spends its turn attacking the target to the best of its ability instead of following any direct orders.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the number of creatures you can affect with this spell increases by one for every two slot levels above 2nd.

Spark Booster

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You imbue a target creature with the power of lightning, causing static electricity to course across their body, empowering them. The targets speed increases by 10 feet and the first successful weapon attack it makes on each of its turns deals an additional 1d8 lightning damage. Additionally, opportunity attacks are made against the target at disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the speed bonus granted by the spell increases by 5 feet for each spell slot level expended above 2nd. Additionally, the bonus damage dealt by the target's weapon attacks increase by a further 1d8 for every two slot levels above the 2nd.

Spectral Scythe

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a scythe shaped bone charm)
  • Duration: 1 round
  • Classes: Accursed, Cleric, Druid, Inquisitor, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Tempest Lore

You conjure a ghostly green scythe at a point within range, before causing it to come spinning back toward you at the end of your turn in a 5-foot wide line. Any creature caught in the area must make a Charisma saving throw. On a failure, a creature suffers 4d8 necrotic damage and any time it takes damage before the end of your next turn, it reduces its hit point maximum by an amount equal to half the damage taken. On a successful saving throw, a creature takes half damage and suffers no additional effect. Maximum hit points lost in this way are regained after a long rest.

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.

Spell Shark

2nd-level illusion


  • Casting Time: 1 reaction, which you take when you cast a spell with verbal or somatic components
  • Range: Self
  • Components: M (a playing card)
  • Duration: Instantaneous
  • Classes: Bard, Wizard
  • Origin: Jack Weighill

When you cast this spell, the spell it links to becomes secretive and subtle, any verbal components become barely audible whispers, and any somatic components are disguised as subtle hand movements.

Any creature with a passive Perception score equal to or lower than your spell save DC does not notice your casting of the spell.

Spider Climb

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of bitumen and a spider)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Artificer, Astromancer, Druid, Odic, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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.

Spike Growth

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Druid, Odic, Ranger, Warden
  • Origin: Player's Handbook

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 case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Spiritual Weapon

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Inquisitor, Invoker, Shaman
  • Origin: Player's Handbook

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 1d8 force damage + 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 the 2nd.

Splinterblades

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a thorn, a sharp piece of flint, or a small dagger)
  • Duration: Instantaneous
  • Classes: Druid, Ranger, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You conjure a storm of blades, thorns, or sharp stone that fly out from you in four 30-foot long, 5-foot wide lines. Each creature caught in one or more of the lines must make a Dexterity saving throw, taking 3d4 slashing damage on a failed save, or half as much damage on a successful one. The blades then return towards you, forcing each target to repeat their saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both instances of the spell's damage increase by 1d4 for each slot level above 2nd.

Spray of Cards

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a deck of cards)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Wizard
  • Origin: Unearthed Arcana

You spray spectral cards from your hands or sleeve; the cards blind or slash at your enemies, and then vanish. Choose one of the following effects for the cards.

Blinding Cards. Each creature in a 15-foot cone must succeed on a Wisdom saving throw or be blinded until the end of their next turn.

Cutting Cards. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d10 force 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 4th level or higher, the damage of cutting cards increases by 1d10 for every two slot levels above 2nd.

Stalagmite

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Druid, Odic, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure a piercing stalagmite in 5-foot cube on the ground that you can see within range, any creature in that space must make a Dexterity. On a failure, a creature suffers 3d8 piercing damage and is knocked prone. On a success, a creature suffers half damage and is not knocked prone. Regardless, the creature is pushed into an unoccupied space within 5 feet of the stalagmite that you choose.

If the affected creature is prone, that creature takes an additional 3d4 piercing damage on a failed save.

The stalagmite persists for the duration as a Medium object with hit points equal to twice your level. When the spell ends or the stalagmite is destroyed, it crumbles into dust.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage dealt by the spell increases by 1d8 for each spell slot level expended above 2nd.

Suffer

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Accursed, Alchemist, Bard, Bonded, Inquisitor, Sorcerer, Warlock, Wizard
  • Origin: Genuine

You point at a creature within range and speak a terrible word, commanding them to suffer. The target must make a Charisma saving throw. If they fail, they take 2d8 necrotic damage and 2d8 psychic damage and they have disadvantage on Constitution saving throws for 1 minute. If they succeed, they take half as much damage and do not have disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage or the psychic damage (your choice) increases by 1d8 per slot level above 2nd.

Suggestion

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a snake's tongue, honeycomb or oil)
  • Duration: Concentration, up to 8 hours
  • Classes: Bard, Bonded, Prism, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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 purses 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 five her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't preformed. If you or any of your companions damage the target, the spell ends.

Summon Beast

2nd-level conjuration (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M ((a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp))
  • Duration: Concentration, up to an hour
  • Classes: Druid, Ranger, Shaman,
  • Origin: Tasha's Cauldron of Everything

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. 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.

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.

Bestial Spirit

Medium or smaller Beast, unaligned


  • Armor Class 11 + the spell's level (natural armour)
  • Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd (the beast has a number of Hit Dice [d8s] equal to the level of the spell)
  • Speed 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (–3) 14 (+2) 5 (–3)

  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the language you speak

Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Magic Weapons. The beast's weapon attacks are magical.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

Water Breathing (Water Only). The beast can breathe only underwater.

Actions

Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.

Summon Microbots

2nd-level conjuration (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a metallic sculpture of an insect worth at least 200 gp)
  • Duration: Concentration, up to an hour
  • Classes: Artificer
  • Origin: Jack Weighill

You call forth a multitude of lesser construct spirits, shaping them into a swarm of tiny machines. They manifest in an unoccupied space that you can see within range and become your Companion. This corporeal form uses the Microbot Swarm stat block. When you cast this spell, choose a function: Destruction or Reconstruction. The microbots resembles a swarm of tiny mechanical creatures or a swarm of electrical energy (your choice) tasked with the chosen function, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

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.

Microbot Swarm

Medium swarm of Tiny constructs, unaligned


  • Armour Class 12 + the spell's level (natural armor)
  • Hit Points 15 + 10 for each spell level above 2nd (the microbots have a number of Hit Dice [d8s] equal to the level of the spell)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 18 (+4) 1 (–5) 7 (–2) 1 (–5)

  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages you speak

Charged Cells (Destruction Only). Whenever the swarm hits a creature with a weapon attack that creature takes an extra 1d4 lightning damage.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).

Bites. Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target. Hit: 2d4 + 4 + the spell’s level piercing damage, or 1d4 + 4 + the spell’s level if the swarm has half of its hit points or fewer.

Deconstructing Latch (Destruction Only). Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target. Hit: The swarm attaches to the target. While attached, the swarm moves with the target and has advantage on attack rolls against it. When the swarm attaches to a target, it can immediately make a Bites attack against that creature.

A creature can use its action to detach the swarm, doing so with a successful Strength check against your spell save DC. On its turn, the swarm can detect itself from the target by using 5 feet of movement.

Repair (Reconstruction Only). The swarm repairs another creature or object in its space. The target magically regains hit points equal to 1d8 + the spell’s level. A creature can receive this healing only once per casting of the spell.

Tale

2nd-level enchantment


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a spool of yarn)
  • Duration: 24 hours
  • Classes: Bard, Wizard
  • Origin: Jack Weighill

You tell a fantastical story, beautifully told with excellent expression, enrapturing the hearts and minds of those who hear it. Any creature you choose that hears your whole story must succeed a Wisdom saving throw or believe the story for the duration, after which they have doubts of how such things could have been achieved but have no knowledge of your magical intervention on their beliefs. A creature who is hostile towards you makes the saving throw with advantage.

Your story must be believable enough that a young child, would believe it without magical intervention. Stories of how you slew a dragon, or the time you killed seven men with a single arrow are fine, as long as you come up with an at least vaguely plausible reason as to how you did it. But even a child would have doubts to your slaying of a god.

If your story directly contradicts knowledge the creature already possesses, the spell fails.

The verbal and somatic components of this spell consist of the story-telling itself and the gestured involved with that tale.

At Higher Levels. When you cast this spell using a 3rd or 4th level spell slot, the duration increases to a week. If you cast this spell using a 5th or 6th level spell slot, the duration increases to a month. When you cast this spell using a 7th level spell slot or higher, the duration is infinite.

Tasha's Mind Whip

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: 1 round
  • Classes: Sorcerer, Wizard
  • Origin: Tasha's Cauldron of Everything

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.

Tasha's Poisonous Sludge

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a vial of frog saliva)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Alchemist, Bard, Warlock, Wizard
  • Origin: Jack Weighill

You conjure a 10-foot radius circle of disgusting green-ish black sludge at the point on the ground you can see within range. A creature that stands in the sludge for the first time, or starts their turn there takes 1d8 acid damage and must then make a Constitution saving throw. On a failed save, the target takes 3d6 poison damage and is poisoned until the start of its next turn as the sludge produces a noxious fume. On a successful save, the target takes half as much poison damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the poison damage of the spell increases by 1d6 for each spell slot level expended above 2nd.

Tesla Charge

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a tiny golden cage worth at least 10 gp)
  • Duration: Instantaneous
  • Classes: Artificer,
  • Origin: Jack Weighill

You throw out a lightning-charged cell to a point that you can see within range. On arrival, the cell explodes, sending out arcs of lightning in a 10-foot radius around it. Each creature caught in the area must make a Dexterity saving throw. On a failure, a creature takes 3d6 lightning damage and until the start of your next turn, it cannot take reactions and its speed is reduced by 10 feet. On a success, a creature takes half as much damage and it suffers no other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d6 for each slot level above 2nd.

Thorn Strike

2nd-level transmutation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Ranger
  • Origin: Jack Weighill

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon sprouts lashing thorns that tear the target asunder, and the attack deals an extra 2d4 slashing damage. The target then starts bleeding (2d4). The spell then ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the damage dealt and the bleeding applied increase by 1d4 for each slot level above 2nd.

Thunderous Charge

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Ranger, Sorcerer, Warden
  • Origin: Layhnet

A crackle of energy sparks around your feet as you step forward, transforming you into a bolt of lightning. You launch in a straight line up to 30 feet in a direction you choose. If your trajectory would cause you to enter a space occupied by a creature that isn't prone or solid object, you ricochet off of it rather than moving through its space, and can choose another direction to use your remaining movement granted by this spell. When you ricochet off a creature during this movement, the creature must make a Strength saving throw. On a failed save, the creature takes 3d8 thunder damage and is knocked prone. On a success, the creature takes half as much damage and isn't knocked prone.

At the end of your movement, a sudden boom of energy creates a sonic wave in a 15-foot cone in the direction you were last travelling. Each creature within this area must succeed on a Constitution saving throw or be pushed 10 feet away from you and become deafened until the end of your next turn.

At Higher Levels. When you cast this spell using a slot of 3rd level or higher, the distance you can travel increases by 10 feet for each slot level above 2nd.

Tremolo

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a scrap of sheet music)
  • Duration: Concentration, up to a minute
  • Classes: Bard,
  • Origin: Jack Weighill

You create a trilling music that fills a 10-foot-radius sphere centred on a point that you can see within range. Any creature caught in the area that can hear the sound must make a Wisdom saving throw. On a failure, the sound fills its mind, disorienting it and causing it to suffer the following penalties for the duration:

  • It loses any benefit to its AC granted by its Dexterity modifier.
  • Its speed is reduced by 10 feet.
  • It has disadvantage on attack rolls and Dexterity ability checks.

An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Undulating Oddity

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a tiny silver pyramid worth at least 15 gp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Astromancer, Bard, Prism, Warlock, Wizard
  • Origin: Jack Weighill

You conjure a small mote of coloured light that warbles with a strange energy, shifting colours continuously, whilst emitting dim-light in a 5-foot radius around itself. Its very presence obscures the vision and causes difficulty seeing. Any creature within 30 feet of the oddity that can see it has disadvantage on Wisdom (Perception) checks that rely on sight and disadvantage on attack rolls. A creature immune to the blinded condition or can see without aid of eyes is immune to this effect.

A creature immune to the blinded condition or can see without aid of eyes is immune to this effect.

Any creature that starts its turn within 10 feet of the oddity and can see it must make a Constitution saving throw or become blinded until the start of its next turn.

As a bonus action on your turn, you can move the oddity up to 30 feet to a space that you can see within range. If you end your turn with the oddity more than 60 feet away from you, the spell ends.

Unearthly Chorus

2nd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard
  • Origin: Unearthed Arcana

Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.

Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one Humanoid you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.

Updraft

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a leaf)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You create a brief, but powerful updraft that fills a 10-foot-radius, 30-foot-high cylinder centred on a point that you can see within range. Each creature caught in the area is pushed 30 feet into the air by the wind. An unwilling creature can resist the spell’s effects with a successful Strength saving throw.

When you cast this spell, you may impart any number of targets with a protective gust around them. Whenever any of the chosen targets fall before the end of the turn, their rate of descent slows to 60 feet per round until the end of the turn. If the creature lands before then, it takes no falling damage and can land on its feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the height of the cylinder increases by 10 feet for each slot level above 2nd.

Vengeful Smite

2nd-level evocation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Accursed, Invoker, Paladin
  • Origin: Devout Handbook

The next time you make a melee weapon attack against a creature during the spell’s duration, you gain advantage on the attack roll if the target dealt damage to you since the end of your previous turn. Regardless, on a hit, your weapon hums with a hateful power, and the attack deals an additional 2d8 necrotic damage, or 2d12 damage if you had advantage on your attack roll.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you roll one additional damage die as a part of the spell’s damage roll for each spell slot level expended above 2nd.

Venin Barb

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (the spur of a platypus)
  • Duration: 1 minute
  • Classes: Druid, Ranger, Warden,
  • Origin: Jack Weighill

You jab a creature, injecting them with a foul poison formed from a minute needle at the end of your finger. Make a melee spell attack against a creature within range. On a hit, the target suffers 2d8 poison damage, suffering the same damage again at the start of each of its turns for the duration.

A creature that makes a successful Wisdom (Medicine) check on the target of the spell successfully removes the poison, ending the spell. The DC for this check is equal to your spell save DC. Any other effect that cures a poison also ends the spell early.

If you were hidden when you cast this spell, you do not become visible unless your attack misses.

Vine Lashing

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a cutting from a vine)
  • Duration: Instantaneous
  • Classes: Druid
  • Origin: Jack Weighill

You conjure a lashing vine that strikes out like a whip three times at targets within range. You can direct each strike at one target or several. Make a melee spell attack for each strike. On a hit, the target takes 2d4 slashing damage and it’s pushed up to 10 feet in a straight line either towards you or away from you (you choose for each attack).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the vine strikes one additional time for each slot level above 2nd.

Violet Sun

2nd-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Invoker
  • Origin: Jack Weighill

You conjure the love of the gods, which takes the form of a purple aura around you. The aura sheds dim light in a 20-foot-radius around you and lasts until the start of your next turn.

While the aura persists, hostile creatures inside the aura can't gain advantage on attack rolls and whenever a creature or object in the area takes damage for the first time on a turn, you can choose to reduce that damage by 1d4.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the die rolled for the damage reduction increases in size by one for each slot level above 1st, to a maximum of a d12.

Ward Against Magic

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a hand mirror)
  • Duration: 1 minute
  • Classes: Alchemist, Artificer, Astromancer, Bonded, Cleric, Druid, Odic, Prism, Runeshaper, Shaman
  • Origin: Devout Handbook

One willing creature you touch gains 4d6 temporary hit points. While the creature has any temporary hit points granted by this spell, it has resistance to damage dealt by spells. The creature loses any temporary hit points it has remaining from this spell at the end of 1 minute.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points gained increases by 1d6 for each slot level above 2nd.

Ward Against Martial

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a steel gauntlet)
  • Duration: 1 minute
  • Classes: Cleric, Inquisitor, Invoker, Paladin, Shaman
  • Origin: Devout Handbook

One willing creature you touch gains 4d6 temporary hit points, which last for the duration. While a creature has these temporary hit points, it has resistance to bludgeoning, piercing, and slashing damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points granted increases by 1d6 for each slot level above 2nd.

Warding Bond

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
  • Duration: 1 hour
  • Classes: Cleric, Inquisitor, Invoker, Odic, Paladin, Shaman, Warden
  • Origin: Player's Handbook

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.

Warding Wind

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Druid, Odic, Sorcerer
  • Origin: Elemental Evil

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.

Warmth

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a piece of sunstone)
  • Duration: Concentration, up to a minute
  • Classes: Prism,
  • Origin: Jack Weighill

You create a soothing mote of light in a space that you can see within range. The mote is a 1-foot sphere of radiance that sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

The mote has 4 charges. When you cast this spell, you may expend one of the mote’s charges to choose a willing creature that you can see within 5 feet of the mote. That creature regains 2d4 hit points.

As a bonus action on your turn, you can move the mote up to 20 feet and expend a charge to repeat the healing against a creature within 5 feet of it.

The spell ends when the mote has no charges remaining.

At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, the mote is created with 1 extra charge for each slot level above 2nd.

Watery Tendril

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a vial of water)
  • Duration: 1 minute
  • Classes: Druid, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You conjure forth a tendril made from writhing water around a creature that you can see within range. The target must make a Strength saving throw. On a failure, the target takes 2d6 bludgeoning damage and becomes restrained by the tendril. On a success, the target takes half as much damage and is not restrained, but it speed is reduced by 10 feet until the end of its next turn, whereupon the spell ends.

While restrained by this spell, the target takes 2d6 bludgeoning damage at the start of each of its turns. A creature restrained by the tendril or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt to the restrained target at the start of each of its turns increases by 1d6 for each slot level above 2nd.

Waxing Radiance

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer
  • Origin: Jack Weighill

You create a crescent of radiant light, sweeping it out from you in a 15-foot cone. Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes 3d8 radiant damage and you gain advantage on the next attack roll you make against that creature in the next minute.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 and the spell’s range increases by 5 feet for each slot level above 2nd.

Weaken Gravity

2nd-level dunamancy


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a lodestone and iron filings)
  • Duration: Concentration, up to 10 minutes
  • Classes: Astromancer, Druid, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You warp gravity in a 20-foot radius, 60-foot high cylinder at a point you can see within range, significantly reducing its effect on the world. While in the area, a creature's jump distance is tripled, it falls at one third the normal speed, takes only one third of any falling damage it receives, and has disadvantage on Dexterity checks and saving throws.

Additionally, any ranged attack that passes through the area treats every 2 feet it moves through the area as 1-foot.

Web

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of spiderweb)
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Artificer, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

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 actions 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.

Wicked Bastion

2nd-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a drop of your own blood)
  • Duration: 1 round
  • Classes: Accursed,
  • Origin: Jack Weighill

You infuse yourself with a shielding aura of malicious magic, granting yourself a shield of dark magic. You gain 15 temporary hit points, which last until the end of your next turn.

When you lose any amount of these temporary hit points, they coalesce into a bolt of hate-fuelled energy that flies towards a creature you choose within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes psychic damage equal to the amount of temporary hit points lost.

Wildergrow

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a strand of vine)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Odic, Ranger, Sorcerer, Warden
  • Origin: Jack Weighill

You conjure a shield of foliage around a creature you touch, granting it a +2 bonus to AC and saving throws for the duration.

When the spell ends, you can choose for the shield to explode in a 10-foot radius centred on the target. Each creature within range, except for the target, must make a Dexterity saving throw, taking 3d4 bludgeoning damage plus 3d4 slashing damage on a failed save, or half as much damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the both the bludgeoning and slashing damage dealt each increase by 1d4 for each slot level above 2nd.

Wither and Bloom

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a withered vine twisted into a loop)
  • Duration: Instantaneous
  • Classes: Alchemist, Druid, Ranger,
  • Origin: Strixhaven: A Curriculum of Chaos

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.

Wordsmith

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 8 hours
  • Classes: Bard,
  • Origin: Jack Weighill

You imbue inherent meaning and understanding into any word you choose. Choose any word in a language you know. You encode an idea into that word. The idea can be an image, an emotion or harmless feeling, or a short phrase of ten words or less. Whenever you speak the chosen word, you may choose any number of creatures. Each chosen creature that hears and understands the chosen word has the encoded idea telepathically transmitted to them.

Wormhole Plunge

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a scrap of black cloth)
  • Duration: Instantaneous
  • Classes: Astromancer, Odic, Sorcerer, Wizard
  • Origin: Swordmeow

You attempt to thrust a creature into and out of space for a moment. Make a melee spell attack against a creature within range. On a hit, the target is teleported to an unoccupied space of your choice that you can see within 30 feet of them. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. The act of being forcefully shunted through space causes the target to take 3d10 force damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d10 for each slot level above 2nd.

Wounding Bolt

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a strip of gangrenous flesh)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Cleric, Inquisitor, Odic, Sorcerer, Warlock, Wizard
  • Origin: Opus of Extrinsic Substance

Hurl an orb of necrotic energy at one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 2d8 necrotic damage. For the duration, any time the target would regain hit points, the creature instead regains none and takes necrotic damage equal to 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 1d8 for each slot level above 1st.

Wraithstrike

2nd-level transmutation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 round
  • Classes: Accursed, Paladin
  • Origin: Blackstaff's Book of 1000 Spells

Your arms and weapons become ghostly and insubstantial. Until the spell ends, your weapon attacks and unarmed strikes ignore the armour and natural armour that the target is wearing.

Wyrd Reconstruction

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Accursed, Warlock
  • Origin: None

You call forth vile methods of healing to knit the wounds of a creature within range. The target regains 3d12 + your spellcasting ability modifier hit points. The target must then succeed on a Constitution saving throw or start bleeding (1d4) for the duration.

This spell has no effect on Constructs or creatures with no physical form, such as a creature with Incorporeal Movement.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing granted increases by 1d12 for each slot level above 2nd.

Zealous Smite

2nd-level evocation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Invoker, Paladin
  • Origin: Jack Weighill

The next time you hit a creature with a weapon attack before this spell ends, the weapon shines with an overwhelming radiant energy as you strike. The attack deals an additional 2d8 radiant damage to the target, and it suffers disadvantage on the next attack roll it makes within the next minute. After you have dealt this damage, the spell ends.

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.

Zone of Truth

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Accursed, Alchemist, Bard, Bonded, Cleric, Inquisitor, Paladin, Shaman
  • Origin: Player's Handbook

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 creatures can be evasive in its answers as long as it remains within the boundaries of the truth.