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Aganazzar's Scorcher

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a red dragon's scale)
  • durationInstantaneous

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 3d8 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 1d8 for each slot level above 2nd.

Evocation 2nd Level

Air Bubble

  • casting timeAction
  • range60 feet

  • componentsS
  • duration24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Conjuration 2nd Level

Alter Self [1/2]

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 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 can'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.

Transmutation 2nd Level

Alter Self [2/2]

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour


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

Transmutation 2nd Level

Arcane Lock

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (gold dust worth at least 25 gp, which the spell consumes)
  • durationUntil 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

Transmutation 2nd Level

Augury

  • casting time1 Min.
  • rangeSelf

  • componentsV, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
  • durationInstantaneous

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.

Divination (Ritual) 2nd Level

Blindness/Deafness

  • casting timeAction
  • range30 feet

  • componentsV
  • duration1 minute

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 level or higher, you can target one additional creature for each slot level above 2nd.

Necromancy 2nd Level

Blur

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

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. 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.

Illusion 2nd Level

Borrowed Knowledge

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (a book worth at least 25 gp)
  • duration1 hour

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.

Divination 2nd Level

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Cloud of Daggers

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a sliver of glass)
  • durationConcentration, up to 1 minute

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.

Conjuration 2nd Level

Conjure Ferryman [1/2]

  • casting timeAction
  • range90 feet

  • componentsV, S, M (a couple of copper coins)
  • durationConcentration, up to 1 hour

When standing on a riverbank or on the shore of some other body of water, you summon a ferry spirit and its boat, which appears in an unoccupied space that you can see within range. The spirit disappears when it drops to 0 hit points or when the spell ends. The spirit is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It takes you and up to 1 companion per your level across the river or body of water (no action required by you) or to other locations along the same water. If you don't issue any such commands, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the ferry and its guide don't disappear. Instead, you lose control of the conjured spirit, it becomes hostile toward you and your companions, and it might attack. An uncontrolled ferryman can't be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the ferry spirit's statistics (using those for lesser lunar devil or bearded devil).

Conjuration 2nd Level

Conjure Ferryman [2/2]

  • casting timeAction
  • range90 feet

  • componentsV, S, M (a couple of copper coins)
  • durationConcentration, up to 1 hour


At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, the boat can take you and your companions across a planar boundary into the Ethereal Plane and then exit on another body of water (and using a barbed devil). When you cast this spell using a spell slot of 5th level or higher, it can traverse the River Styx between planes, taking you and your companions to distant parts of the multiverse (and using a lunar devil, see Tome of Beasts, or bone devil).

Conjuration 2nd Level

Continual Flame

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (ruby dust worth 50 gp, which the spell consumes)
  • durationUntil dispelled

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.

Evocation 2nd Level

Crown of Madness

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

One humanoid 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 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 a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Enchantment 2nd Level

Darkbolt

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray)

Enchantment 2nd Level

Darkness

  • casting timeAction
  • range60 feet

  • componentsV, M (bat fur and a drop of pitch or piece of coal)
  • durationConcentration, up to 10 minutes

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.

Evocation 2nd Level

Darkvision

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (either a pinch of dried carrot or an agate)
  • duration8 hours

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.

Transmutation 2nd Level

Detect Thoughts

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (a copper piece)
  • durationConcentration, up to 1 minute

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 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 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

Transmutation 2nd Level

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Dragon's Breath

  • casting timeBonus
  • rangeTouch

  • componentsV, S, M (a hot pepper)
  • durationConcentration, up to 1 minute

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.

Transmutation 2nd Level

Drayfn's Blunted Blade

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a rusty shard of iron)
  • durationConcentration, up to 1 minute

Your target's weapon rapidly corrodes. A creature of your choice within range that is holding a manufactured, nonmagical weapon in one of its hands must succeed on a Strength saving throw. On a failed save, the target must roll all weapon damage dice twice and take the lower result. If the spell ends before 1 minute has passed, the target's weapon returns to its normal state. Otherwise, the weapon breaks down into a pile of rust or wood chips, as appropriate.

Transmutation 2nd Level

Dust Devil

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a pinch of dust)
  • durationConcentration, up to 1 minute

Choose an unoccupied 5-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.Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. 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 light 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.

Conjuration 2nd Level

Earthbind

  • casting timeAction
  • range300 feet

  • componentsV
  • durationConcentration, up to 1 minute

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

Transmutation 2nd Level

Enhance Ability

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (fur or a feather from a beast)
  • durationConcentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects

Transmutation 2nd Level

Enlarge/Reduce [1/2]

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a pinch of powdered iron)
  • durationConcentration, up to 1 minute

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 at once. 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 also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. 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

Transmutation 2nd Level

Enlarge/Reduce [2/2]

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a pinch of powdered iron)
  • durationConcentration, up to 1 minute

target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Transmutation 2nd Level

Flaming Sphere

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
  • durationConcentration, up to 1 minute

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 5 feet of the sphere 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.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.

Conjuration 2nd Level

Gentle Repose

  • casting timeAction
  • rangeTouch

  • componentsV, 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)
  • duration10 days

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.

Necromancy (Ritual) 2nd Level

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Gift of Gab

  • casting timeReaction
  • rangeSelf

  • componentsV, S, R (2 gp)
  • durationInstantaneous

“When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that.”— MôrgænJim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened.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 remember that you actually said the words you speak as the verbal component of the spell.

Enchantment 2nd Level

Gust of Wind

  • casting timeAction
  • rangeSelf (60-foot line)

  • componentsV, S, M (a legume seed)
  • durationConcentration, up to 1 minute

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.

Evocation 2nd Level

Hold Person

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a small, straight piece of iron)
  • durationConcentration, up to 1 minute

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.

Enchantment 2nd Level

Invisibility

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (an eyelash encased in gum arabic)
  • durationConcentration, up to 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.

Illusion 2nd Level

Jim's Glowing Coin

  • casting timeAction
  • range60 feet

  • componentsS, M (a coin), R (2 gp)
  • duration1 minute

Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

Enchantment 2nd Level

Kinetic Jaunt

  • casting timeBonus
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 minute

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.Your walking speed increases by 10 feet.You don't provoke opportunity attacks.You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Transmutation 2nd Level

Knock

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

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.

Transmutation 2nd Level

Krail's Rupture

  • casting timeReaction
  • rangeTouch

  • componentsS
  • durationInstantaneous

You make a slicing motion with your finger, and you immediately break the grapple of the creature grappling you by magically entering their body and exiting them on the opposite side. The creature must make a Constitution saving throw, taking 3d12 necrotic damage on a failed save or half as much damage on a successful one.If cast in response to being swallowed, you exit the triggering creature's body, regardless of how much damage you deal to it, and fall prone in a space within 10 feet of the triggering creature.

Necromancy 2nd Level

Levitate

  • casting timeAction
  • range60 feet

  • componentsV, 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)
  • durationConcentration, up to 10 minutes

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.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.

Transmutation 2nd Level

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Life Tether

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

The target must make a Wisdom saving throw. On a failure, a sickly green ethereal tether forms between you and your target. Whenever you take damage, each tethered target takes half that amount as necrotic damage. Damage dealt this way is distributed after any damage resistances or immunities are applied. If a target with a tether drops to 0 Hit Points, they are no longer affected by the tether. As a bonus action, you can move the tether from one fallen foe to another target. The new target must succeed on a Wisdom saving throw or also be subject to the effects of this spell. A target may only have one tether attached to them from any instance of this spell at a given time.

Necromancy 2nd Level

Locate Object

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (a forked twig)
  • durationConcentration, up to 10 minutes

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.

Divination 2nd Level

Maddening Whispers

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 minute

You whisper a string of void speech toward a target that can hear you. The target must succeed on a Charisma saving throw or be incapacitated. While incapacitated by this spell, the target's speed is 0 and it can't benefit from increases to its speed. To maintain the effect, you must use your action on subsequent turns to continue whispering

Divination 2nd Level

Magic Mouth

  • casting time1 Min.
  • range30 feet

  • componentsV, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
  • durationUntil dispelled

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.

Illusion (ritual) 2nd Level

Magic Weapon

  • casting timeBonus
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

Transmutation 2nd Level

Maximilian's Earthen Grasp

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a miniature hand sculpted from clay)
  • durationConcentration, up to 1 minute

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, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.To break out, the restrained target can use its action to 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.

Transmutation 2nd Level

Melf's Acid Arrow

  • casting timeAction
  • range90 feet

  • componentsV, S, M (powdered rhubarb leaf and an adder's stomach)
  • durationInstantaneous

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 4d4 acid damage immediately and 2d4 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.

Evocation 2nd Level

Mind Spike

  • casting timeAction
  • range60 feet

  • componentsS
  • durationConcentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. 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.

Divination 2nd Level

Mirror Image

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 minute

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 blindsight, or if it can perceive illusions as false, as with truesight.

Illusion 2nd Level

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Misty Step

  • casting timeBonus
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Conjuration 2nd Level

Nathair's Mischief

  • casting timeAction
  • range60 feet

  • componentsS, M (a piece of crust from an apple pie)
  • durationConcentration, up to 1 minute

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 Surged4Effect1The 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.2Bouquets 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.3Each 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 to move in a random direction.4Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.

Illusion 2nd Level

Nystul's Magic Aura [1/2]

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (a small square of silk)
  • duration24 hours

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

Illusion 2nd Level

Nystul's Magic Aura [2/2]

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (a small square of silk)
  • duration24 hours

alignment.

Illusion 2nd Level

Ominous Winds

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a cracked bone)
  • durationConcentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a 1d12 and subtract the number rolled from the attack roll or saving throw.

Enchantment 2nd Level

Phantasmal Force [1/2]

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a bit of fleece)
  • durationConcentration, up to 1 minute

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

Illusion 2nd Level

Phantasmal Force [2/2]

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a bit of fleece)
  • durationConcentration, up to 1 minute

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.

Illusion 2nd Level

Pyrotechnics

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target 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 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.

Transmutation 2nd Level

Ray of Enfeeblement

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

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.

Necromancy 2nd Level

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Rime's Binding Ice

  • casting timeAction
  • rangeSelf (30-foot cone)

  • componentsS, M (a vial of meltwater)
  • durationInstantaneous

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.

Evocation 2nd Level

Rope Trick

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (powdered corn extract and a twisted loop of parchment)
  • duration1 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 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.

Transmutation 2nd Level

Scorching Ray

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

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.

Evocation 2nd Level

See Invisibility

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (a pinch of talc and a small sprinkling of powdered silver)
  • duration1 hour

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.

Divination 2nd Level

Shadow Adaptation

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (a scrap of black cloth)
  • duration8 hours

Your flesh and clothing pale and become faded as your body takes on a tiny fragment of the Shadow Realm. For the duration of this spell, you are immune to shadow corruption and have resistance to necrotic damage. In addition, you have advantage on saving throws against effects that reduce your Strength score or hit point maximum, such as a shadow's Strength Drain or the harm spell.

Abjuration 2nd Level

Shadow Blade

  • casting timeBonus
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

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.

Illusion 2nd Level

Shatter

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a chip of mica)
  • durationInstantaneous

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.

Evocation 2nd Level

Skywrite

  • casting timeAction
  • rangeSight

  • componentsV, S
  • durationConcentration, up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Transmutation (Ritual) 2nd Level

Slither

  • casting timeAction
  • rangeSelf

  • componentsV, M (ashes from a wooden statue of you made into ink and used to draw your portrait, worth at least 50 gp)
  • durationConcentration, up to 1 minute

You momentarily become a shadow (a humanoid-shaped absence of light, not the Undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell's duration. While in this form, you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to nonmagical bludgeoning, piercing, and slashing damage. You can dismiss this spell by using an action to do so.If you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space within 50 feet big enough to hold you. If the distance is greater than 50 feet, you take an extra 1d6 force damage for every additional 10 feet traveled.While in shadow form, you can't talk or manipulate objects, and any objects you are carrying or holding can't be dropped, used, or otherwise interacted with. In addition, you can't attack or cast spells while in shadow form.

Transmutation 2nd Level

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Snilloc's Snowball Swarm

  • casting timeAction
  • range90 feet

  • componentsV, S, M (a piece of ice or a small white rock chip)
  • durationInstantaneous

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

Evocation 2nd Level

Spider Climb

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (a drop of bitumen and a spider)
  • durationConcentration, up to 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.

Transmutation 2nd Level

Spray of Cards

  • casting timeAction
  • rangeSelf (15-foot cone)

  • componentsV, S, M (a deck of cards)
  • durationInstantaneous

You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.

Conjuration 2nd Level

Suggestion

  • casting timeAction
  • range30 feet

  • componentsV, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
  • durationConcentration, up to 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 Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.If you or any of your companions damage the target, the spell ends.

Enchantment 2nd Level

Tasha's Mind Whip

  • casting timeAction
  • range90 feet

  • componentsV
  • duration1 round

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

Enchantment 2nd Level

Ugly Duckling

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a shard of mirror)
  • durationConcentration, up to 1 hour

One creature of your choice within range must make a Charisma saving throw. On a failed save, the target has disadvantage on all Charisma checks it makes and anyone it speaks to is indifferent to them for the duration. If the target succeeds on a Charisma check while under the effect of this spell, it can make a new saving throw to overcome the effect.

Enchantment 2nd Level

Vortex Warp

  • casting timeAction
  • range90 feet

  • componentsV, S
  • durationInstantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

Conjuration 2nd Level

Warding Wind

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.The wind has the following effects:It deafens you and other creatures in its area.It extinguishes unprotected flames in its area that are torch-sized or smaller.It hedges out vapor, gas, and fog that can be dispersed by strong wind.The area is difficult terrain for creatures other than you.The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Evocation 2nd Level

Warp Sense

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (a razorvine leaf)
  • durationConcentration, up to 1 minute

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.

Divination 2nd Level

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Web

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a bit of spiderweb)
  • durationConcentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Conjuration 2nd Level

Wither and Bloom

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a withered vine twisted into a loop)
  • durationInstantaneous

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.

Necromancy 2nd Level

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