Level 2 Spells
Level 2; Casting Time 1 Action: Components V,S,M; Range L (30 ft.); Duration 8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s HP maximum and current HP increase by 5 for the duration.
At higher level: when you empower the spell, a target’s HP increase by an additional 5 for every level above 2nd.
Level 2; Casting Time 1 Action; Component V,S; Range S; Duration C (1 hour)
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 normal damage and you have an additional +1 bonus to the Attack and Damage rolls you make using it.
Level 2; Casting Time 1 Action; Components V, S, M; Range C; Duration until dispelled
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.
Level 2; Casting Time 1 Action; Components V, Range L (30 ft.) Duration 1 min.
You can blind or deafen a foe. Choose one creature that you can see within range to make a Saving throw against your Spell DC. On a fail the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make the check again. On a success, the spell ends.
At higher level: when you empower this spell, you can target one additional creature for every level above 2nd.
Level 2; Casting Time 1 Bonus Action; Components V; Range S; Duration C (1 min.)
The next time you hit a creature with a melee weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d4 holy damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
At higher level: when you empower the spell the extra damage increases by 1d4 for every level above 2nd.
Level 2; Casting Time 1 Action; Components V,S,M; Range C; Duration 8 hours
You plant four pieces of non-magical ammunition – arrows or crossbow bolts – in 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 Saving (Dexterity) throw against your Spell DC or take 1d6 normal damage. Regardless of the outcome, the piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any number of creatures you choose, and the spell ignores them.
At higher level: when you empower the spell the amount of ammunition that can be affected increase by 2 for every level above 2nd.
Level 2; Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration C (1 min.)
One humanoid of your choice that you can see within range must succeed on a Saving (Charisma) throw against your Spell DC 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 melee 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. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make the same check at the end of each of its turns. On a success, the spell ends.
Level 2; Casting Time 1 Action; Components V,M; Range L (60 ft.); AoE 15ft. sphere; Duration C (10 min.)
Magical darkness spreads from a point you choose within range to fill a 15-foot diametr sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and non-magical 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.
Level 2; Casting Time 1 Action; Components V, S, M; Range S; Duration C (1 min.)
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 doesn’t speak 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 Saving (Charisma) 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 a Charisma check contested by your Spellcasting 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 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.
Level 2; Casting Time 1 Bonus Action; Components V,S; Range C; Duration C (1 hour)
You touch a weapon. Until the spell ends, the weapon gains +1 to Attack rolls and Damage rolls.
At higher level: when you empower the spell to 4th level the bonus becomes a +2. When you empower the spell to 6th level, the bonus becomes a +3.
Level 2; Casting Time 1 Action; Components V,S,M; Range C; Duration C (1 hour)
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 gains 2d6 temporary hit points, which are lost when the spell ends.
Cat’s Grace: The target doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Fox’s Cunning: The target gains advantage on Saving (Dexterity) throws.
At higher level: when you empower this spell, you can target one additional creature for every level above 2nd. Each target can have a different effect applied.
Level 2; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration 1 min.
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Saving (Charisma) throw against your Spell DC. Any creature that can’t be charmed succeeds on this Saving throw automatically, and if you or your companions are fighting a creature, it has advantage. On a failure, the target has disadvantage on Intelligence (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Level 2; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (1 min.)
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 ends its turn within Close range of the sphere must make a Saving (Dexterity) throw against your Spell DC. The creature takes 2d6 fire damage on a failure, or half as much damage on a success. As a bonus action, you can move the sphere up to 30 ft. If you ram the sphere into a creature, that creature must make the roll with disadvantage, 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 ft. wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-ft. radius and dim light for an additional 20 ft.
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 2nd.
Level 2; Casting Time 1 min.; Components V,S,M; Range L (60 ft.); Duration 1 hour
You impart latent luck to yourself or one willing creature you can see within range. The creature gains a single Fragment of Possibility. When the chosen creature makes any d20 roll using one of the base or derived modifiers before the spell ends, it can expend the Fragment it has to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. While you have the Fragment of Possibility from this spell, you can’t gain more Fragments of Possibility from any source.
At higher level: when you empower this spell, you can target one additional creature for every level above 2nd.
Level 2; Casting Time 1 Action; Components V,S,M; Range S; AoE 60-ft. line; Duration C (1 min.)
A line of strong wind 60 ft. long and 10 ft. 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 Saving (Dexterity) throw against your Spell DC or be pushed 15 ft. 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.
Level 2; Casting Time 1 Action; Components V, S; Range L (60 ft.); Duration C (1 min.)
Choose a manufactured metal object, such as a metal weapon or a suit of metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d6 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls until the start of your next turn.
At higher level: when you empower the spell, the damage increases by 1d6 damage per level above 2nd.
Level 2; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (1 min.)
Choose a humanoid that you can see within range. The target must succeed on a Saving throw against your Spell DC or be paralyzed for the duration. At the end of each of its turns, the target can make another Saving throw. On a success, the spell ends on the target.
At higher level: when you empower this spell, you can target one additional creature for every level above 2nd. The humanoids must be within 30 ft. of each other when you target them.
Level 2; Casting Time 1 Action; Components V,S,M; Range C; Duration C (1 hour)
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 level: when you empower this spell, you can target one additional creature for every level above 2nd.
Level 2; Casting Time 1 Action; Components V, Range L (60 ft.); Duration I
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 ft., emanates from the target object.
Level 2; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (10 min.)
One creature or object of your choice that you can see within range rises vertically, up to 20 ft., and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that is affected must make a Saving (Strenght) throw against your Spell DC. On a success, it is unaffected. The target can only move by pushing or pulling against a fixed object or surface within its’ range (such as a wall or ceiling), which allows it to move as if it was climbing. You can change the target’s altitude by up to 20 ft. 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 afloat.
Level 2; Casting Time 1 action; Components V, S, M; Range C; Duration 24 hours
You place an illusion on a creature or an object you touch so that spells that learn information about magical effects 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. You can make the effect permanent by casting this spell on the same creature or object every day for 30 days, placing the same effect on it each time. The illusion will then last 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 have a different effect than originally. 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 the trigger of a glyph of warding spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type.
Level 2; Casting Time 1 Action; Components V; Range L (90 ft.); Duration 1 round
You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make a Saving throw. On a failed save, the target takes 3d6 mental 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 level: when you empower this spell, you can target one additional creature for every level above 2nd. The creatures must be within 30 feet of each other when you target them.
Level 2; Casting Time 1 Action; Components V, S, M, Range L (60 ft.); Duration C (1 min.)
You craft an illusion that takes root in the mind of a creature that you can see within range.
The target must make a Saving (Intelligence) 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. 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 (Arcana, Perception) 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 mental 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.
Level 2; Casting Time 1 Action; Components V,S; Range C; Duration 1 hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one 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 toxic damage.
Level 2; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration C (1 min.)
A black beam of enervating energy springs from your finger toward a creature within range. Make an Attack (Spellcasting) throw against the target. On a hit, the target deals only half damage with weapon attacks that do not have the light property until the spell ends. At the end of each of the target’s turns, it can make a Saving throw against your Spell DC. On a success, the spell ends.
Level 2; Casting Time 1 Action; Components V, S, M; Range C; Duration 1 hour
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 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.
Level 2; Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration I
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make an Attack (Spellcasting) roll for each ray. On a hit, the target takes 2d4 fire damage.
At higher level: when you empower the spell, you create one additional ray for each level above 2nd.
Level 2; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); AoE 20ft. sphere; Duration I
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 20-ft.-diametr sphere centered on that point must make a Saving throw against your Spell DC. A creature takes 2d8 sonic damage on a failure, or half as much damage on a success. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this throw. A non-magical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At higher level: when you empower the spell, the damage increases by 1d8 for every level above 2nd.
Level 2; Casting Time 1 Action; Components V,S; Range L (120 ft.); AoE 30ft. sphere; Duration C (10 min.)
For the duration, no sound can be created within or pass through a 30-ft.-diametr sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to sonic damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Level 2; Casting Time 1 Action; Components V,S,M; Range C; Duration C (1 hour)
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.
Level 2; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); AoE 20ft. sphere; Duration C (10 min.)
The ground in a 20-ft. diametr 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 1d4 damage for every 5 ft. it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make an Intelligence (Perception) check against your Spell DC to recognize the terrain as hazardous before entering it.
Level 2; Casting Time 1 Bonus Action; Components V,S; Range L (60 ft.); Duration 1 min.
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 Attack (Spellcasting) against a creature within range of the weapon. On a hit, the target takes holy damage equal to 1d6 + your Spellcasting modifier. As a bonus action on your turn, you can move the weapon up to 20 ft. and repeat the attack against a creature within range of it. The weapon can take whatever form you choose.
At higher level: when you empower the spell, the damage increases by 1d6 for every 2 levels above 2nd.
Level 2; Casting Time 1 Action; Components V,M; Range L (30 ft.); Duration C (8 hours)
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 Saving (Charisma) throw against your Spell DC. On a failure, 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 an inquisitor give his warhorse to the first beggar he 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.
Level 2; Casting Time 1 Action; Components V,S,M; Range C; Duration 1 hour
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 ft. 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 die or if you and the target become separated by more than 60 ft. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Level 2; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); AoE 20ft. cube; Duration C (1 hour)
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-ft. 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 ft. Each creature that starts its turn in the webs or that enters them during its turn must make a Saving (Dexterity) throw against your Spell DC. On a failure, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength (Escape Artist) check against your Spell DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-ft. 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.
Level 2; Casting Time 1 Action; Components V, S; Range L (60 ft.); AoE 30 ft. sphere; Duratin 10 min.
You create a magical zone that guards against deception in a 30-foot-diameter 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 Saving (Charisma) 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.