Accelerate

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a pair of dragonfly wings)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

You touch a creature, imbuing them with heightened agility, allowing them to achieve greater speeds that one could not normally. As an action on the target creature’s turn, it can move a distance up to twice its current speed. When it moves in this way, the target can move across vertical surfaces, and can run across water or similar liquids, falling as normal if it ends the movement granted by this spell whilst standing on a vertical surface or liquid.

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 1 for each spell slot level you expend above 2nd.

Adderbite

2nd-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a snakeskin)
  • Duration: Instantaneous
  • Classes: Bard, Druid, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Axios Verum

You choose one creature you can see within range. That creature takes 1d6 piercing damage and then must make an Intelligence saving throw. On a failure, the target believes it is poisoned and takes 1d6 psychic damage at the start of its turn for the next two rounds.

At Higher Levels. When cast with a spell slot of the 3rd level or higher, the number of rounds the effect persists for increases for each spell slot level past the 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, Cleric, Odic, Warlock, Wizard
  • Origin: Jack Weighill

You point towards a creature, overwhelming its body with a potent toxin. The target creature must succeed on a Constitution saving throw or become poisoned for the duration.

At the end of each of its turns, the target creature must make another Constitution saving throw, recording failures and successes. If an affected creature reaches three successes, the spell ends at the start of its next turn as the disease is fought off. If an affected creature reaches three failures, the target stops making savings throws and is affected by the spell for the full duration.

Additionally, each time a creature fails a saving throw against this spell, it suffers a 10-foot penalty to its movement until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can target with this spell increases by one for each spell slot level expended above 1st.

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: Astromancer, Occultist, 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 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.

Aid

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a strip of white cloth)
  • Duration: 8 hours
  • Classes: Cleric, Inquisitor, Odysseer, Paladin, Prism, 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.

Air Bubble

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a soap bubble or bubble of sea foam)
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Bard, Druid, Sorcerer, Warden, Wizard
  • Origin: Codex of the Waves

For the duration, you are encased fully in a bubble of air. The bubble is a sphere that extends out in a 10 foot radius centered on you, moves with you, and is fully transparent and permeable by creatures, weapons, items, objects, spells, and terrain, none of which pop the bubble. Any creatures within the bubble are able to breathe fresh air, regardless of what is outside the bubble.

Should the bubble be submerged in liquid, creatures within the bubble cannot swim. Rather, creatures other than yourself may use their normal movement speed to exit the bubble, and, while inside the bubble with you, friendly creatures move along with the bubble. The bubble floats halfway submerged at the surface of any liquid by default, and you may use your normal movement speed to move the bubble in any direction horizontally.

You may also cause the bubble to float or sink by using a bonus action. A floating or sinking bubble slowly rises or drops (respectively) 30 feet at the end of your turn until you make contact with the ground, another solid object, or the liquid's surface. Should you land on a solid surface of ground beneath a liquid, you may walk along this ground using your normal movement speed, the bubble and other friendly creatures travelling along with you as usual. The bubble may be used to safely submerge in acid or any liquid with a caustic or poisonous nature, without taking damage. Lava or any liquid that would deal damage due to heat, cold, or magical properties still causes damage to those within the bubble, but this damage is reduced by half.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration becomes concentration, up to 24 hours, and the bubble extends out to a 20 foot radius.

Alter Self

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Bard, Occultist, 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.

Analyze Blood

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an ounce of blood)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Ranger
  • Origin: Grimlore's Grimoire

You are able to learn a number of qualities from one ounce of fresh blood, as long as it has not existed outside its source for more than 24 hours. Roll a d4 and choose a number of qualities to learn from the list below, equal to the die score:

  • Learn the creature's type
  • Learn the creature's age (if applicable)
  • Learn the creature's biological gender (if applicable)
  • Learn if the blood carries any traces of poison or disease
  • Learn if the creature is within 20 miles of your location
  • Learn if the creature is still on your plane of existence

If you cast this spell using a spell slot, in addition to the information learned above, you will also see a brief glimpse of the moment right before the creature shed blood, from the its perspective.

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: Bard, Druid, Runeshaper, Wizard
  • Origin: Miscellaneous

You reach out and touch an inaminate object that is no larger than 10 feet in any dimension and attempt to change it's density so that is heavier or lighter. If the object is being held, worn, or carried by an unwilling creature you must make a melee spell attack against the creature in possession of the object. When you cast this spell you choose one of the following effects, the target gains the effects for the duration of the spell.

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 can not be used to make weapon attacks. The 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 object a creature's speed is reduced to 5 feet.

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 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 armor that is under this effect is considered light armor 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)
  • Duration: 24 hours
  • Classes: Æthera, Bard, Druid, Occultist, Odysseer, 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 bad. 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. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

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, for up to a minute
  • Classes: Odysseer, Wizard
  • Origin: Jack Weighill

You bring a deadly consciousness into a non-magical blade that you touch, animating it as flying sword (pg 20 of the Monster Manual). You can issue verbal commands to the sword on your turn (no action required), and the sword will understand you, performing your requested action to the best of its ability. If it receives no commands, the sword defends itself from attacks, but otherwise takes no actions.

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: Æthera, Astromancer, 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.

Arm of the Wild

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
  • Duration: Concentration, for up to a minute
  • Classes: Bard, Druid, Ranger, Sorcerer, Warden, Wizard
  • Origin: Sprouting Chaos

You transform one of your arms into an extendable vine whose end sticks to any surface that it touches. The arm cannot be used to wield any objects or weapons, but it can be used for the following actions.

Grab Creature. As a bonus action, you extend your vine arm forward, attempting to pull one creature you choose within 20 feet of you. The target must succeed on a Dexterity saving throw or be pulled 10 feet directly towards you.

Grab Surface. As either a bonus action on your turn or a reaction when you fall, you extend your vine arm forward, pulling yourself to a hard surface such as a wall or ceiling within 20 feet of you. If this movement would cause you to be suspended off the ground, you remain so until you take an action or the concentration ends.

Attract/Repel

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a small lodestone covered with iron filings)
  • Duration: Instantaneous
  • Classes: Æthera, 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 may 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: Æthera, Astromancer, Cleric, Inquisitor, Occultist, Shaman
  • 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. At the end of each of its turns, the target can remake the save, freeing itself on a success, and taking a further 1d8 radiant damage on a failure.

On each subsequent turn you remain concentrating on this spell, you can use a bonus action to tighten your hold on the creature. A restrained creature must make a Strength saving throw or be incapacitated and prone. A incapacitated and prone creature must succeed a Constitution saving throw or be stunned, a stunned creature must succeed a Constitution saving throw or be paralyzed, and a paralyzed creature must succeed a Constitution saving throw or be knocked unconcious for 1d4 hours.

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.

Barkskin

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of oak bark)
  • Duration: Concentration, up to a minute
  • Classes: 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.

Beast Sense

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to an hour
  • Classes: Druid, Ranger, Warden
  • Origin: Player's Handbook

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Bigby's Blistering Barnacles

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a single barnacle and a droplet of lye)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Druid, Sorcerer, Warlock, Wizard
  • Origin: Codex of the Waves

Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or become covered head to toe in barnacles of varying sizes for the duration of this spell. While covered in barnacles, the creature has disadvantage on attacks, Dexterity saving throws, and Charisma checks. At the end of each turn the creature is still covered in barnacles, it takes 1d6 acid damage. A creature within 5 feet of the target of this spell may attempt to remove the barnacles by using an action to make a Strength check against your spell save DC. If this check succeeds, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the acid damage this spell deals increases by 1d6 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, Bard, Cleric, Inquisitor, Occultist, 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.

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: Concentration, up to a minute
  • Classes: Æthera, Druid, 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 centred on the flower. 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 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: Concentration, up to a minute
  • Classes: Accursed, Bard, Cleric, Inquisitor, Odic, Shaman, 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. 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.

Bone Dance

2nd-level neromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pile of bones)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Bard, Cleric, Odic, Shaman, Warlock, Wizard
  • Origin: Axios Verum

You animate a pile of bones that becomes an undead puppet and lasts for the duration. As a bonus action, you can command the puppet to move up to its speed. The puppet is a skeleton, but it has no hit points (not being an actual creature).

When a creature is within 5 feet of the puppet, you can command the puppet to make an attack against that creature as part of the action used to move it. Any effect that ends your control over the puppet destroys it. If the puppet moves out of range of the spell, it becomes paralyzed and prone, collapsing on the floor like a puppet with no strings.

Your DM will have the creature’s statistics.

Bowgentle's Transposition

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Æthera, Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

You cross the streams of teleportation, changing positions with a creature within range. You and a creature you choose 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


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: 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 is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

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.

Brilliance

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Bard, 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: Bard, Cleric, Inquisitor, Odysseer, 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.

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: Æthera, Astromancer, 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 3d6 lightning damage on a hit, increasing by 1d6 each time you end your turn whilst you still concentrate on the spell, to a maximum of 6d6.

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 the maximum damage the spell can deal increases by 1d6 per spell slot level above 2nd.

Clinging Shadows

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (bat fur)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Astromancer, 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 area and becomes restrained. If the area becomes bathed in bright light, the spell has no effect until the bright light fades.

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, 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.

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 hour
  • Range: Self
  • Components: V, S, M (a golden paintbrushand a pot of silver ink worth at least 150 gp)
  • Duration: 1 week
  • Classes: Æthera, Astromancer, Druid, 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 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 spell lasts until dispelled.

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: Cleric, 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.

Cool Metal

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of iron and some ice)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Bard, Druid, Runeshaper, Warden
  • Origin: Miscellaneous

Choose a manufactured metal object such as a metal weapon or piece of metal Armor, that you can see within range. Alternatively, you can also pick an area on a metal surface that is no bigger than 5 feet in any one dimension. You cause the object to rapidly cool and ice over. Any creature in physical contact with the object takes 2d6 cold 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.

When a creature in physical contact with the object takes damage from the spell they must succeed on a Constitution saving throw or become frozen to the object, unable to remove themselves from the item by dropping it or otherwise. A creature frozen to the object can spend an action to attempt a Strength check against your spell save DC, on a success they can choose to remove themselves from the item if possible. When the creature separates themselves from the frozen metal, whether through successful save or being forcefully moved from the object, they take 3d6 slashing damage.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the cold damage and necrotic damage both increase by 1d6 for each slot level above 2nd.

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 - 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 Dexterity saving throw or take 1d6 piercing damage. 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.

Corrode Metal

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of stomache acid)
  • Duration: Concentration, for up to a minute
  • Classes: Æthera, Bard, Druid, Runeshaper, Warden
  • Origin: Devout Handbook

Choose a manufactured metal object such as a metal stove, a metal weapon, or a suit of heavy or medium metal armor that you can see within range. You cause the object to begin to rust and corrode. For the duration, the object is vulnerable to bludgeoning, piercing, and slashing damage. The spell has additional effects if the target was a metal weapon, a metal set of armor, or a metal shield.

Armor or Shield. The armor or shield receives a -1 penalty to the AC it offers. Nonmagical armor reduced to an AC of 10 or a nonmagical shield that drops to a +0 bonus is destroyed.

Weapon. The weapon receives a -1 penalty to its attack and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, and the target is a metal weapon, a metal set of armor, or a metal shield, the penalty increases by -1 for each slot level above 2nd. If a nonmagical weapon’s penalty would be lower than -3, the weapon is destroyed instead.

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: 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, Bard, Occultist, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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.

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: Æthera, Accursed, Occultist, 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 (bat fur and a drop of pitch or piece of coal)
  • Duration: 8 hours
  • Classes: Æthera, Druid, Occultist, 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.

Date

2nd-level divination (ritual)


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

You touch an object or creature and extract the basics of its history. State an event. 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.

Delphi's Pendulum

2nd-level divination


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: S, M (a silver coin on a string)
  • Duration: Instantaneous
  • Classes: Cleric, Occultist, Shaman, Wizard
  • Origin: Kithlis

You enchant a makeshift pendulum to lead back to the place where you stand. While in the place you wish to mark, you mutter mystic enchantments over your pendulum. Thereafter your pendulum will always swing in the direction of the location where you cast this spell.

This effect ends when this spell is repeated on the same pendulum for a different location, or if dispel magic or a similar effect is successfully applied to the pendulum.

Deluge

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Druid, Sorcerer, 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 automatically succeeds on the saving throw against this 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.

Detect Thoughts

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a copper piece)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Astromancer, Bard, Occultist, 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 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; 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.

Discover Weakness

2nd-level divination


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Inquisitor, Occultist, Warlock
  • Origin: Genuine

You learn the greatest weakness of the target. Until the end of your next turn, you have advantage on all ability checks, attack rolls, and saving throws involving your target or actions it has taken, and it has disadvantage on all ability checks, attack rolls, and saving throws involving you or actions you have taken.

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

Disorienting Display

2nd-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Æthera, Bard, 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.

Dome of Night

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (owl feathers)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Astromancer, Bard, Cleric, Druid, Ranger, Warlock, Wizard
  • Origin: Dark Arts

You create a 15-foot radius dome of magical darkness that lasts for the duration. A creature with darkvision cannot see through the walls of the dome, and nonmagical light can’t illuminate it. The dome is filled with dim light, and the inside of the dome shows an accurate representation of the night sky, including the current location of the stars and moon. 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.

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: 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 (a pinch of dust)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Sorcerer, Warden, Wizard
  • Origin: Elemental Evil

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.

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: Æthera, 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 Spike

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, 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.

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: Æthera, Astromancer, Bard, Cleric, Druid, Inquisitor, Occultist, Odic, Odysseer, Runeshaper, Shaman
  • 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 ft
  • Components: V, S, M (fur or a feather from a beast)
  • Duration: Concentration, up to a minute
  • Classes: Odic, Odysseer, 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 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 attack 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 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).

Enthrall

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bard, Occultist, 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 make a Wisdom saving throw. 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 the save. On a failed save, the target has disadvantage on Wisdom (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.

Explosive Seed

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Druid, Sorcerer, Wizard
  • 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: Touch
  • Components: S, M (a pair of glass or goggles with opaque lenses)
  • Duration: 1 minute
  • Classes: Bard, Occultist, Sorcerer, Wizard
  • Origin: Jack Weighill

You touch a creature, 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.

Far Reach

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: V, M (a cephalopod's tentacle)
  • Duration: Instantaneous
  • Classes: Accursed, Occultist, Warlock, Wizard
  • Origin: Manual of Magical Martial Manoeuvres

Numerous octarine tentacles spring from your hand towards a target within range. Upon impact, they attempt to close the distance between you and your target.

Make a ranged spell attack. On a hit a Large or smaller target is pulled up to 25 feet in a straight line toward you.

If the attack misses, the target is huge or larger, or if you intentionally aim at terrain, you move 25 feet in a straight line towards your target.

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: Druid, Odysseer, Ranger, Shaman, Warden
  • Origin: Tempest Lore

You touch a creature and infuse its form with preturnatural focus and agility. A creature under this spell's effect can be recognized by their eyes, which glow a dim green and temporarily gain slitted feline pupils.

Until the spell ends, the target creature's Proficiency bonus increases by 1. In addition, the first time it deals damage on its turn, it regains 1d4 hit points.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its healing increases by 1d4 for each slot level above 2nd. In addition, for every two slot levels above 2nd, the creature's Proficiency bonus is increased by 1.

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 a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. 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.

Your steed serves you as a mount, both in combat and out, and 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 bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Find Traps

2nd-level divination


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Ranger
  • Origin: Player's Handbook

You sense the presence of any trap within range that is within line of sight. 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 sense an area affected by the alarm spell, a glyph of warding (or similar spells), or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Flame Blade

2nd-level evocation


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

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Flame Spiral

2nd-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a twisted angelica root)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Sorcerer, Wizard
  • Origin: Miscellaneous

A helix of fire surrounds you, whipping nearby foes. Each creature you choose within 10 feet of you must succeed on a Dexterity saving throw or take 2d6 fire damage. Subsequently, for the duration, if a creature starts its turn within 10 feet of you, you can use your reaction to deal 2d6 fire damage to that creature.

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: 10 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: Druid, Sorcerer, Wizard
  • Origin: Miscellaneous

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.

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.

Fortune's Favour

2nd-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a white pearl worth at least 100 gp)
  • Duration: 1 hour
  • Classes: Æthera, Cleric, Occultist, 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 sued 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.

Freeze Frame

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (three vials each with a different coloured liquid: yellow, pink and blue)
  • Duration: Instantaneous
  • Classes: Astromancer, Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Watto

Choose a 30-foot sphere within range. Each creature within the area rerolls its initiative. A creature that rolls in a way that would place its initiative higher than yours, thereby skipping its turn this round, instead takes its turn after you this round, before the new initiative applies.

Frostfire

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Accursed, Sorcerer, Warden, Warlock, Wizard
  • Origin: Genuine

You unleash a burst of frozen fire at a target you can see within range, which manifests as a missile of ever-changing ice glowing with a crackling heart. Each creature in a line 5 feet wide and 120 feet long must make a Dexterity saving throw.

The spell impacts the nearest creature in the line that fails their saving throw, inflicting 2d8 cold damage. If all targets succeed, the projectile continues in a straight line until it impacts a surface. Once the projectile impacts something or reaches the end of the line, it detonates in a blast of fire. All objects and creatures within 10 feet of the detonation take 1d8 fire damage, and unattended flammable objects are ignited.

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

Gale of Obscurity

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Æthera, Druid, Sorcerer, Wizard
  • Origin: Grimlore's Grimoire

You summon blizzard that obscures you from other creatures. For the duration, the gale provides you three-quarters cover, resistance to fire damage, and any creature that starts its turn or moves with 5 feet of you for the first time takes 1d6 cold damage. While the gale is active, you suffer disadvantage on all ranged weapon and spell attacks. You can dismiss the gale as an action, ending the spell.

At Higher Level. 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.

Gentle Repose

2nd-level conjuration


  • 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: Cleric, Inquisitor, Occultist, Odic, Odysseer, Prism, 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.

Gift of Gab

2nd-level enchantment


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

Wings of glass unfold from your back, granting you a flying speed of 30 feet. Additionally, if you are adjacent to a creature, you can give up some or all of your remaining flying speed to strike it with your glass-cut wings. Make a melee spell attack against a creature. On a hit, it takes 1d6 slashing damage for every 5 remaining movement you gave up. Additionally, a creature struck by glasswings has its movement reduced by 15 feet until the end of your next turn. The spell ends at the end of your turn, the wings shattering to harmless glitter and fading away.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you gain an additional 5 feet of flying speed for each spell slot level above 2nd.

Gomez's Earwigging Electrum

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (two electrum pieces)
  • Duration: Concentration, up to an hour
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Almir's Spell List

You create a magical link between two electrum coins, turning them into a magical listening device. One coin becomes a sensor, and the other becomes a receiver. When you hold the receiver coin up to your ear, you can hear anything you could hear if you were in the location of the sensor coin. There is no range limit on how far the coins can hear each other from, although they fail to function if they are ever on separate planes. The spell ends if you lose concentration or if you cast it again.

Gravity Bolt

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, 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 range (including the target), must succeed on a Strength saving throw or take 1d8 force damage, taking half damage on a success. Regardless of whether the creature succeeded or failed, any creature caught in the field is pulled within 5 feet of the original target. Creatures of huge size or larger, are not pulled, and automatically succeed the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage dealt deals an additional 1d10 force damage.

Grimlore's Shadowgrasp

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Occultist, 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: Astromancer, Inquisitor, Paladin, Ranger
  • Origin: Jack Weighill

You channel you magic power into your weapons, allowing you to strike with far greater precision. Until the end of your next turn, all attacks you make against another creature critically hit on an 18 or higher.

At Higher Levels. When you cast this spell at a higher level, the number required to critically hit during this spell decreases by 1 for every level 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: Æthera, Druid, 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.

Hand of the Grave

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (the hand of a humanoid)
  • Duration: 24 hours
  • Classes: Accursed, Bard, Cleric, Inquisitor, Shaman, Warlock, Wizard
  • Origin: Dark Arts

When you cast this spell, you bury a humanoid hand into a patch of loose earth at least 5 feet in diameter to conceal it. The area is nearly undisturbed and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The hand animates when a medium or smaller creature walks over the area of earth. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the spell could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the spell, such as those who say a certain password.

When the hand animates, it attempts to grab whatever creature triggered it. That creature must succeed on a Dexterity saving throw or become restrained as it is pulled into the earth. When the creature is pulled into the earth, it has total cover and begins suffocating. At the start of each of its turns, the creature can repeat the saving throw. On a successful save, the creature escapes and the hand retracts back into the ground.

Healing Spirit

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute

  • Classes: Druid, Occultist, 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.

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: Æthera, 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. 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 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 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: Æthera, Accursed, Astromancer, Bard, Cleric, Druid, Inquisitor, Occultist, 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 Hymnal

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (any musical instrument)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Inquisitor, Paladin
  • Origin: Devout Handbook

You play a soulful song of praise that emboldens your companions and rings like a cacophony in the ears of the unholy. When you cast this spell, you gain a number of spell song points equal to your spellcasting ability modifier. Before the duration of the spell elapses, you can expend spell song points (no action required) when certain conditions are met to weave your melodic magic into the action.

  • When a creature you can see starts its turn within 30 feet of you, you can expend a spell song point to restore them. The creature regains hit points equal to 1d6. This has no effect on undead or constructs.
  • When a creature deals damage to a fiend or undead within 30 feet of you, you can expend a spell song point to make the attack deal an additional 1d6 radiant damage.
  • Before a creature within 30 feet of you makes a saving throw, you can expend a spell song point to roll 1d6 and add the result to the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you gain 2 additional spell song points per slot level above 2nd.

Holy Missile

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric
  • Origin: Grimlore's Grimoire

You create three glowing darts of holy energy. Each dart hits a creature of your choice that you can see within range. Each dart heals its target for 1d4 hit points. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the amount of missiles you create increases by 1 for every slot level above 2nd.

Howling Downpour

2nd-level conjuration (ritual)


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Druid, Shaman, Wizard
  • Origin: Grimlore's Grimoire

You summon a storm cloud up to 60 feet above the ground at a point you can see in range. After 1d4 rounds, the clouds produce rain at an alarming rate, dousing everything in a 30-foot radius cylinder below the cloud. The rain extinguishes all non-magical fire within the area immediately.

As a bonus action on your turn, you can move the cloud up to 30 feet in any direction that does not exceed the spell's range and to a maximum height of 60 feet.

Hunter's Pace

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to an hour
  • Classes: Ranger
  • Origin: Genuine

You let out a hunting cry, empowering your body with speed and tirelessness. While you maintain concentration on this spell, you gain advantage on Athletics checks to jump, climb, swim, or move. You also gain advantage on saving throws against exhaustion and on checks to mitigate the effects of difficult terrain.

At Higher Levels. When you cast this spell using a slot of 2nd level or higher, your movement speed also increases by 5 feet per slot level above 1st.

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, Odysseer, Warlock, 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 target creature must succeed on a Dexterity saving throw. On a failure, the target creature suffers 3d8 piercing damage, taking half damage on a successful saving throw.

A target creature that takes damage from this spell begins to bleed from its newly sustained wounds, taking 1 piercing damage at the start of each of its turns until it uses its action to succeed on a Medicine check, the DC of which is equal to your spellcasting ability modifier. This damage cannot be reduced in any way.

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.

Insurmountable to Surmountable

2nd-level transmutation (ritual)


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

You touch a smooth surface that is difficult or unable to be climbed and transform the landscape to create tiny foot and hand holds in any direction 10 feet wide and up to 60 feet in length. Anyone who attempts to climb the transformed surface makes all Strength (Athletics) checks with a +2 bonus and rolls with advantage.

Invalidate

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instaneous
  • Classes: Bard, Sorcerer, Warden, Warlock, Wizard
  • Origin: Player's Handbook

One creature within range must succeed on an Intelligence saving throw or take 2d8 Psychic damage and instantly transported back to the location it was when it started its previous turn. If the creature's original location is occupied by a physical object or creature, it instead moves to a closer point along the original movement path and takes 4d6 bludgeoning damage.

A creature that succeeds on the saving throw takes half the damage and is not transported.

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: 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 in response to a conscious creature with 0 feet of movement starting its turn
  • Range: 30 feet
  • Components: V, S, M (the foot of a corvid)
  • Duration: Instantaneous
  • Classes: Accursed, Occultist, 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, Occultist, 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 that you can see within range. Make a melee spell attack. On a hit, the target creature takes 2d10 piercing damage.

Additionally, the target must make a Wisdom saving throw, on a failed save, it becomes frightened of you for 1 minute. A target 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 to end the effect.

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

Knock

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Æthera, 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: Accursed, Cleric, Inquisitor, Odysseer, Paladin
  • Origin: Jack Weighill

You conjure power into your fist and throw it forward in a powerful arc. Make a ranged spell attack against a creature you can see within range. On a hit, you deal 3d12 + your spellcasting ability modifier as necrotic damage and your target is pushed 5 feet away from you.

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

Lesser Restoration

2nd-level abjuration


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

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

Levitate

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • 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: Æthera, 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.

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, Druid, Occultist, Odic, Odysseer, 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: Æthera, Bard, Cleric, Druid, Occultist, Odysseer, 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.

Malign Star

2nd-level divination


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

Choose one creature within range, or choose two creature within range that are within 30 feet of each other. A target must succeed on a Wisdom saving throw. On a failed save, a target is thwarted by a malign star. During that time, its speed is halved, and it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution savings throws to maintain concentration.

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 one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

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: 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: Æthera, Accursed, Astromancer, Odysseer, Paladin, Runeshaper, Wizard
  • Origin: Player's Handbook

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.

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: Inquisitor, Paladin, Warlock
  • Origin: Grimlore's Grimoire

You target two creatures that are within 20 feet of each other within range and cause them to make a Strength saving throw with disadvantage. If both targets fail, they are bound to one another by a spectral manacle of your creation and will split all damage done to them.

For the duration, any damage done to either target is halved (rounded down) and then dealt to the other bound creature as well.

If the two bound creatures move more than 20 feet apart, the manacle breaks causing 4d6 necrotic damage to both targets.

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.

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: Æthera, Astromancer, 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.

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: Ranger, 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 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.

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.

Mind Spike

2nd-level divination


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Astromancer, Occultist, 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, 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.

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.

Mirror Image

2nd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: 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: Æthera, Astromancer, Occultist, 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: 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.

Necromantic Burst

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Accursed, Cleric, Sorcerer, Wizard
  • Origin: Dark Arts

You cause the corpse of a creature to explode into a burst of necrotic energy. Choose a corpse within range. The creature and everything it is wearing and carrying, except magic items, are reduced to black dust. The creature can be restored to life only by means of a reincarnate, true resurrection, or a wish spell.

Each creature within 10 feet of the target must succeed on a Dexterity saving throw or take 2d8 necrotic damage, taking half damage on a success. If other corpses are within the radius, the same explosion occurs again, destorying the body in a necromantic explosion, and spreading to the next corpse, if available. The spell can affect a maximum of 5 corpses.

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

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.

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: Æthera, Bard, Odic, Runeshaper, Wizard
  • Origin: Jack Weighill

You fold up a small piece of paper into an artistic shape, then bring it to life. The paper transforms into a tiny construct with 1 hit point, 5 feet of movement, and blindsight out to a range of 60 feet (but is blind beyond that range). The origami creature gains additional functionality based on the form you choose for it to take when you cast this spell. You can change the origami creature’s form using your action whilst you are holding the creature.

Boat. The boat has a 10-foot swim speed. Additionally, the boat takes no damage from being in water, and can carry a single object of Tiny size that weights 1 pound or less.

Crane. The crane has a 5-foot fly speed. Additionally, as a bonus action, you can look through the crane’s eyes, seeing everything its sees until you cease this vision as a bonus action, or until the crane dies.

Frog. The frog’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Additionally, the frog can climb vertical surfaces without any handholds.

Shuriken. The shuriken has a 20-foot fly speed. Additionally, the shuriken can attack as if it were a magical dart, using your spellcasting ability modifier for its attack and damage rolls. The shuriken controls itself and flings itself at enemies.

Snake. The snake has a bonus to Dexterity (Stealth) checks equal to your spell attack modifier. Additionally, once per day, the snake can make a bite attack against a creature in its space. This attack has a bonus to hit equal to your spellcasting ability modifier and deals 1 piercing damage on a hit. Creatures bitten are injected with a magical fluid that allows you, the caster to know the approximate distance and direction between you and the target for the next hour. A creature immune to the poisoned condition is unaffected by this feature.

You can command the origami creature on your turn as a bonus action, to which it follows your commands with little regard to its safety.

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: 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, Astromancer, Bard, 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.

Possession

2nd-level enchantment


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Occultist, Shaman
  • Origin: Smooze

You enter a trance, your mind eclipsing the spirit of a willing creature within range. While in the trance, you possess the target. The target is incapacitated and loses control of its body, but remains dreamily aware of its surroundings. Your body falls into a catatonic state; you are unaware of your body's surroundings, and it can't take actions or move.

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

You must make a Constitution saving throw to maintain your concentration on this spell whenever your body or the target's body takes damage. The spell ends early if the target is no longer willing.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours. Using a spell slot of 3rd level or higher grants a duration that doesn't require concentration, the spell lasting until you dismiss it (no action required).

Prayer of Healing

2nd-level evocation


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric
  • 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.

Pressure Blade

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Miscellaneous

A slicing and dicing weapon is as near as the puddle near which you sit. You reach into a body of water at least 1 inch deep and imbue it with nature's power. For the duration, it becomes a longsword, and you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using it. It is considered to be +1 magical weapon. The spell ends if you cast it again or if you let go of the weapon.

Project Barrier

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a palm-sized silver shield worth at least 25 gp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Æthera, Astromancer, 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 is a 3 feet long, 3 feet wide and 1/4 inch thick. The barrier remains in your hand, projected forwards from your palm, should you attempt to hold any object in the affected hand, the spell to 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: Cleric, Inquisitor, Occultist, 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 2nd level or higher, you can protect one additional creatures for each spell slot level past the 1st.

Protection from Poison

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Cleric, Druid, Occultist, 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.

Pyrotechnics

2nd-level transmutation


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

Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.

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.

Raise Beastial 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: Æthera, Cleric, Druid, Inquisitor, Paladin, Shaman
  • Origin: Jack Weighill

You touch the body of a deceased beast creature, imbuing it with renewed life. The creature is raised from the dead with 1 hit point. This spell cannot restore lost limbs, cure diseases or resurrect a creature of a challenge rating higher than 2.

Ray of Enfeeblement

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, 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.

Rays of Radiance

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Prism
  • Origin: Axios Verum

You create a two rays of light and aim them at targets within range. You can aim them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 1d8 radiant damage and is blinded until the start of your next turn.

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

Reflexive Shot

2nd-level divination


  • Casting Time: 1 reaction, which you take in response to a creature moving within 30 feet of you
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Ranger
  • Origin: Jack Weighill

Your natural instict takes over your body and you have uncanny reflexes. When a creature moves within 30 feet of you, you can use your reaction to cast this spell and make a ranged weapon attack against the creature with advantage. On a hit you deal an additional 2d10 force damage.

At Higher Levels. The extra damage of your attack roll increases by 1d10 for every level above 2nd.

Repair Damage

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: 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 constructs, structures and objects.

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

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: 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.

Rouse Dead

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of blood)
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Cleric, Odic, Wizard
  • Origin: Jack Weighill

You touch a humanoid creature that has died within the last minute, puppeteering its corpse with a crude imitation of life. The target animates as a zombie under your control. On each of your turns, you can use a bonus action to mentally command the zombie if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until the task is complete.

Once the spell ends, the creature becomes a lifeless corpse once more, and cannot be targeted with rouse dead in future.

Sapphire Hail

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a sapphire worth at least 100 gp)
  • Duration: 1 round
  • Classes: Æthera, 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 radius, 60-foot high cylinder centred on yourself.

Each creature, excluding yourself, that enters the area for the first time, or starts its turn there must succeed on a Dexterity saving throw, taking 4d6 radiant damage on a failure, and half as much on a success.

Any creatures benefiting from the shield or mage armour spells, are unaffected by this spell.

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: Æthera, 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: Bard, Prism, Odic, Odysseer, 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.

Shatter

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a chip of mica)
  • Duration: Instantaneous
  • Classes: Æthera, Accursed, Bard, Odysseer, 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.

Silence

2nd-level illusion (ritual)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Æthera, Accursed, Bard, Cleric, Odic, Odysseer, 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.

Skinchange

2nd-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (blood, hide, or other remains taken from the desired beast, applied to the target as the spell is cast)
  • Duration: Concentration, up to an hour
  • Classes: Druid
  • Origin: Smooze

You invite a willing creature into the guise of a mundane animal. A creature you touch transforms into a beast with a challenge rating of 1/4 or lower. This spell has no effect on a creature with 0 hit points.

While in this form, the target's game statistics are replaced by the statistics of the beast, but it retains its hit points, Intelligence, Wisdom, and Charisma scores. The target retains its alignment and personality, though its mannerisms may be slightly affected by the nature of the beast.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

The spell ends early if the target is reduced to 0 hit points, or if they end the spell on their turn (no action required).

Skinscales

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bit of shedded snakeskin)
  • Duration: 1 hour
  • Classes: Druid, Occultist, Odic, Ranger, Shaman, Warden
  • Origin: Swordmeow

You touch a willing creature and grant it supernatural scaly defenses. For the duration the creature can reduce incoming damage by twice the caster’s spellcasting ability modifier as a reaction. The spell ends once the creature has reduced damage in this way three times.

At Higher Levels. The creature can reduce damage one additional time for every spell level above 3rd.

Skystrike

2nd-level evocation


  • Casting Time: 1 reaction, when you are falling or after jumping
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Accursed, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
  • Origin: Genuine

When you cast this spell as a part of your reaction after falling or jumping, choose a point within range. You teleport to that location and instantly crash to the ground directly beneath that point, accompanied by a storm of lightning bolts. You take no falling damage, but if you land on a creature or a space within 5 feet of a creature, it must make a Dexterity saving throw, or take 1d6 lightning damage per 10 feet that you fell, taking half on a success. The maximum amount of damage you can deal with this spell is 6d6. If you fell 100 feet or more, you are stunned until the end of your next turn.

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

Skywrite

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Bard, Druid, Shaman, Wizard
  • Origin: Elemental Evil

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.

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: Bard, Occultist, 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 Storm

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: Æthera, Astromancer, Druid, Sorcerer, Wizard
  • Origin: Elemental Evil

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

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

Soulsever

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (two silver pieces taken from the eyes of a corpse)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Occultist, 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 failure, their soul manifests as a specter (see page 279 of the Monster Manual), which appears in an unoccupied space within 5 feet of the target. Roll initiative for the spectre. On its turn, it assails the target creature to the best of its ability, whilst attempting to maintain within melee range of it at all times. On a successful saving throw, the target simply takes 2d4 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the number of creatures you can affect with this spell increases by 1 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, weapon attacks are made against the target creature 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: Concentration, up to a minute
  • Classes: Accursed, Cleric, Druid, Occultist, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Tempest Lore

You cause a ghostly green scythe to manifest in an unoccupied space in range. As a bonus action, you may cause it to come spinning toward you. It vanishes after meeting your hand and thus ends the spell.

Any creature the Scythe passes through must succeed on a Constitution saving throw or take 4d8 Necrotic damage. A creature that takes damage from Spectral Scythe is Poisoned until the start of your next turn. Any healing it receives during this time is halved.

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 Flux

2nd-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Runeshaper, Wizard
  • Origin: Genuine

You summon a writhing mass of unstable energy to guard your hand. You gain half cover from attacks and damaging effects you can see. If a ranged attack hits you, you can discharge the spell flux as a reaction, deflecting the attack. Make a ranged spell attack targeting a creature of your choosing within 30 feet of you. If you hit, the target takes the damage and effect of the original attack, except any damage is dealt as force damage instead. Once you do this, the spell ends.

Spell Shark

2nd-level illusion


  • Casting Time: 1 reaction, which you take in response to casting 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, preventing reactions such as counterspell. The creature still notices any visible effects that the spell possesses, such as the plume of fire from a burning hands spell, or the black eyes of an eyebite spell, etc.

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: 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: Astromancer, 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 Chains

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a link of chain)
  • Duration: 1 hour
  • Classes: Cleric, Occultist, Odysseer, Shaman
  • Origin: Harrowson's Pocketbook

Unbreakable phantasmal chains encircle your forearms, remaining connected to you for the duration. Your reach becomes 30 feet for the purposes of grappling, interacting with objects, and making melee spell attacks. While grappling a creature with the chains, they remain extended in a straight line between you and that creature.

Enemies grappled by your chains must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Spell save DC in order to escape. In addition to the standard options granted by grappling, you may also pull a grappled target towards your location, expending movement as if you were moving them in a standard grapple. The grapple ends if a target ever leaves the range of the chains.

While you are actively grappling a target with the chains, another creature can attempt to grapple you in return, gripping the chains at any point along their extension. If this new grapple succeeds, the original grapple ends.

Spiritual Weapon

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Odysseer, 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: Æthera, Druid, Ranger, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure a storm of blades, thorns or sharp stone that flies out from you in three 30-foot long, 5-foot wide lines. Each creature caught in a line must succeed on a Dexterity saving throw or take 2d4 piercing damage, taking half on a success.

At the end of your turn, the swarms of blades return to you in a similar fashion. Creatures that they pass through must make the saving throw against the same damage.

When you first cast the spell, the lines cannot intersect one another, but may do so on their return.

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

Sporecaller's Smite

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Druid, Paladin, Wizard
  • Origin: Sprouting Chaos

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon is followed by a trial of spores, and the attack deals an extra 2d4 psychic damage damage to the target. Additionally, the target must succeed on a Constitution saving throw or be stunned until the end of their next turn as pacifying spores enter their body.

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

Stalagmite

2nd-level conjuration


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

You conjure a piercing stalagmite below a creature that you can see within range, the target must succeed on a Dexterity saving throw or take 3d8 piercing damage and be knocked prone. If the target is already prone when the spell hits and they fail the saving throw, they take an additional 3d8 piercing damage. The target takes half damage on a successful save and is not knocked prone. The stalagmite itself takes up a 5-foot cube.

You cannot cast this spell if the target creature is not less than 5 feet above solid ground.

At Higher Levels. This spell deals an extra 1d8 damage for every level you cast this ability at above 3rd.

Suffer

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Accursed, Bard, 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, Prism, Occultist, 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.

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 child, who has no knowledge of the world, 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 a decent 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.

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 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, Bard, Occultist, Warlock, Wizard
  • Origin: Jack Weighill

You conjure a 10-foot radius circle of disgusting green-ish black sludge at the target location. A creature that stands in the sludge for the first time, or starts their turn there takes 1d8 acid damage, and must then succeed on a Constitution saving throw. On a failed save the target takes an additional 1d6 poison damage and is poisoned until the start of its next turn as the sluge produces a foul gas. On a successful save, the target takes half the 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.

Undulating Oddity

2nd-level illusion


  • 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: 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 muscle spasms in the eye. 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 is immune to this effect.

Any creature that can see the oddity and starts its turn within 10 feet of it must also succeed on 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.

Urchin's Spines

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a sea urchin spine, sewing needle, pine needle, or similar needle)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Druid, Warlock
  • Origin: Codex of the Waves

A willing creature that you touch sprouts clusters of 3-inch long purple or black spines along its entire body. Any time a spined creature is the target of a melee attack, a spell with a range of touch, or an ability that requires touching the spined creature, the target creature takes 1d6 piercing damage and 1d6 poison damage. Creatures affected by this spell have disadvantage on all Charisma checks besides Intimidation checks.

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

Vengeful Smite

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Inquisitor, Paladin
  • Origin: Devout Handbook

The next time you make a melee weapon attack against a creature during the spell’s duration, you have advantage on the attack roll if it dealt you damage since the end of your last turn. The next time you hit with a melee weapon attack during the spell’s duration, your weapon hums with necrotic energy, and the attack deals an additional 2d8 necrotic damage, or 2d12 necrotic damage if the creature dealt you damage since the end of your last 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, or by 1d12 for each slot level above 2nd if you took damage from or failed a saving throw caused by that creature since the end of your last turn.

Venin Barb

2nd-level evocation


  • 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 creature must succeed on a Constitution saving throw. On a failure, it suffers 2d8 poison damage, suffering the same damage against at the start of each of its turns for the duration.

A creature that makes a successful Intelligence (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.

If you were hidden when you cast this spell, you do not become unhidden.

Ward Against Magic

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a hand mirror)
  • Duration: 1 minute
  • Classes: Æthera, Cleric, Druid, Prism, Occultist, 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, Occultist, Paladin, 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 weapons. 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.

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: Concentration, up to 8 hours
  • Classes: Astromancer, Cleric, Inquisitor, Odic, Odysseer, 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: Æthera, Bard, Druid, 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. 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.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.

Watery Tendril

2nd-level conjuration


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

You conjure forth a watery tendril in a space that you can see within range. The tendril lashes out at any creature that comes within 20 feet of it or starts its turn there. When the tendril lashes out, the target creature must succeed on a Strength saving throw or take 2d6 bludgeoning damage and become restrained. On a success, the creature takes half damage and is not restrained. A restrained creature can repeat the save at the end of each of its turns, ending the restraint on a success. A restrained creature also takes 1d6 bludgeoning damage every time it starts its turn restrained.

When the tendril retains a creature, its point of origin moves to that creature's space. The next creature to start its turn within 20 feet of the tendril is subjected to the spells effect.

Once the tendril has attempted or succeeded in restraining five separate creatures, it cannot restrain another creature. Additionally, the tendrils cannot restrain the same creature more than once, but it can reattempt to restrain a creature if it failed previously.

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

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: Occultist, 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.

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: Æthera, Druid, Ranger, Sorcerer, Warden
  • Origin: Jack Weighill

You conjure a shield of foliage around your target, granting a +2 bonus to AC and saving throws for the duration. When your concentration on the spell is broken, either by a failed concentration check, or by ending your concentration at will, the shield explodes in a 10-foot radius centred on the target. Each creature within range, except the target, must succeed on a Dexterity saving throw or take 3d4 bludgeoning and 3d4 slashing damage.

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

Wormhole Plunge

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of black cloth)
  • Duration: Instantaneous
  • Classes: Accursed, Occultist, Odic, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

You attempt to thrust a foe into and out of space for a moment with a strike. Make a melee spell attack against the target creature. On a hit, the target is teleported to a space that you choose within 30 feet of their original position, taking 1d8 force damage, plus 1d8 psychic damage as they are shunted.

Wyrd Reconstruction

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Accursed, Occultist, Sorcerer, Warlock
  • Origin: Miscellaneous

You call forth vile, unstable methods of repairing the wounds of a creature tha you can within range. The target regains 2d10 + your spellcasting ability modifier hit points, after which you roll a d100. If you roll a 50 or lower, the creature takes necrotic damage equal to twice the spell's level at the start of each of its turns for 1 minute. A creature can make a Constitution saving throw at the end of each of its turns to end the effect on themselves. This damage cannot be reduced or avoided in anyway. This spell has no effect on constructs, and undead creatures do not suffer its adverse effects.

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

Zealous Smite

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Inquisitor, 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.

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 Lies

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Bard, Occultist, Warlock
  • Origin: Swordmeow

You create a magical zone that fosters deceit 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 turn or starts its turn there must make a Charisma saving throw On a failed save, a creature can't discern lies from truth while in the radius, as with making a Wisdom (Insight) check or another way. A creature that fails the save and that can automatically discern lies, such as one with the Divine Awareness trait, can't automatically discern them, but can make Wisdom (Insight) checks to determine truth as normal.

You know whether each creature succeeds or fails on its saving throw. However, creatures affected by this spell don't know if they are or not. Any Wisdom (Insight) checks they make to determine truth are inconclusive. If this spell affects another player character, the DM makes their saving throw in secret.

Zone of Truth

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Accursed, Bard, 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.