2nd-level transmutation
You unleash a wave of accursed magic from your fingertips that attempt to drag a creature that you can see within range towards you. Make a ranged spell attack against the target. On a hit, the target is pulled into the nearest unoccupied space to you. If you pull a creature into a space within 5 feet of you, you may grapple that creature as long as you have at least one hand free.
2nd-level necromancy
You point towards a creature, overwhelming its body with a potent toxin. At the beginning of each of the target creature’s turns for the duration, it must make a Constitution saving throw. On a failure, the creature becomes poisoned until the start of its next turn. After failing three saving throws, it becomes poisoned for the spell’s remaining duration, and stops making saving throws. After succeeding on three saving throws, the spell ends.
Any spell or effect that cures disease ends the spell’s effects early.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures you can target with this spell increases by one for each spell slot level expended above 2nd.
2nd-level evocation
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
2nd-level transmutation
You conjure a wind rune to aid the swiftness of any number of creatures you choose within 10 feet of you. Each target’s speed increases by 10 feet and their movement doesn’t provoke opportunity attacks. These benefits last until the end of your next turn.
2nd-level enchantment
This spell links your lifeforce with a creature you touch and creates a profane connection between you and the target until the spell ends. While the target is within 60 feet of you, you gain resistance to all damage. Also, each time you take damage, the target must make a Constitution saving throw. It takes the same damage you took on a failed save, or half as much on a successful one.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet.
2nd-level conjuration
You conjure the ancestral spirits of a creature that you can see within range, which watches over the target with a protective ward. The target gains 10 temporary hit points, which last for the duration. Whenever a creature deals damage to the target while they have these temporary hit points, if that creature is within 10 feet of the target, they take 2d6 damage as the ancestral spirit lashes out. The damage is radiant if the target is good, force if the target is neutral, and necrotic if the target is evil.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 5 and the damage dealt increases by 1d6 for each slot level above 2nd.
2nd-level evocation
You conjure glowing angelic wings at your back that carry you through the air on a trail of radiant light. The spell's effect is determined by whether you cast this spell as an action or as a bonus action, as shown below.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum distance you can fly increases by an amount based on whether you cast this spell as an action or as a bonus action, as shown below.
2nd-level transmutation
You bring a deadly consciousness into a non-magical blade that you touch, animating it as a flying sword. The sword is your Companion and it remains animated for the duration, or until it's reduced to 0 hit points.
The sword uses your spell attack bonus for its weapon attacks in place of its own attack bonus and its weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the sword gains a +2 bonus to its damage rolls and increases its hit point maximum increases by 5 for each slot level above 2nd.
2nd-level abjuration
You conjure a spectral tree at a point that you can see within range, which acts as a mystical protector to all creatures around it. The tree is a ward with a hit point maximum equal to 15 + your spellcasting ability modifier and it exudes an aura of protection in a 30-foot-radius around it. The aura spreads around corners.
The tree regains hit points equal to 1d6 + your spellcasting ability modifier at the start of each of your turns.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the tree's hit point maximum increases by 10 and the healing it receives at the start of each of your turns increases by 1d6 for each slot level above 2nd.
2nd-level evocation
You create a bridge of magical force anchored to a point on the ground that you can see within range. The bridge is a flat surface made up of three 10-by-10-foot panels. Each panel must be contiguous with another panel and no point of a panel can be greater than 5 feet above another point on that panel. In any form, the bridge is 6 inches thick. It lasts for the duration. If the bridge cuts through a creature's space when it appears, the creature is harmlessly pushed on top of the bridge.
Nothing can physically pass through the bridge. The bridge is an object made of magical force that can be damaged and thus breached. Each panel has AC 18 and 50 hit points. Reducing a panel to 0 hit points destroys it. A disintegrate spell destroys the entire bridge instantly. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. Each panel must always be contiguous with the ground, either by itself or via connection through other panels, otherwise that panel is destroyed.
At Higher Levels. When you cast a spell using a spell slot of 3rd level or higher, the maximum number of panels the bridge can be made from increases by one for each slot level above 2nd.
2nd-level abjuration
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
2nd-level dunamancy
You beckon with your hand, changing the forces of attraction to manipulate a creature’s positioning. A creature you can see within range must suffers one of the following effects:
Attract. The target creature is pulled towards you a distance up to half the range of the spell.
Repel. The target creature is pushed away from you a distance up to half the range of the spell, as long as the distance it would be pushed does not cause it to leave the spell’s range.
A Huge or larger creature can make a Strength saving throw to resist the effects of the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 10 feet for every spell slot level expended above 2nd.
2nd-level divination (ritual)
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:
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.
2nd-level conjuration
A creature of your choice that you can see within range is enveloped in spectral chains that slowly bind and wrap around it. The target must succeed on a Strength saving throw. On a failure, the target takes 3d8 radiant damage and is restrained until the spell ends. On a success, the target takes only half damage and is not restrained. At the end of each of its turns, the target can remake the save, ending the spell on a success and taking a further 1d8 radiant damage on a failure.
At Higher Levels. When you cast this spell using a 3rd level spell slot or higher, all radiant damage dealt by the spell increases by 1d8 for every spell slot expended above 2nd.
2nd-level abjuration
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.
2nd-level evocation
You summon Small hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command.
The hand is an object that has AC 15 and hit points equal to 5 + five times your level. If it drops to 0 hit points, the spell ends. It has a Strength and Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then have it snap its fingers. When it does, each creature you choose within 10 feet of the hand must make a Constitution saving throw. On a failure, a creature takes 2d4 thunder damage and it suffers disadvantage on its next attack roll. On a success, a creature takes half as much damage and is otherwise unaffected. If a creature is forced to make a Constitution saving throw to maintain concentration as a result of this damage, it makes that saving throw with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d4 for every two slot levels above 2nd.
2nd-level evocation
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice.
A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
2nd-level abjuration
You create a barrier of shimmering force on a solid surface within range. The barrier is 10 feet wide, 10 feet high, and 1 inch thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the barrier. The barrier has AC 15 and 30 hit points. The spell ends early if the wall is reduced to 0 hit points. A disintegrate spell destroys the wall completely.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wall's hit points increase by 10 for each slot level above 2nd.
2nd-level transmutation
You grow a poison-spewing flower at a point that you can see within range. The flower is small, and purple in colour, with yellow dots on its petals. At the end of each of your turns, it releases a 5-foot radius cloud of deadly toxins around it.
Each creature caught in the area must succeed on a Constitution saving throw or take 1d10 poison damage and become poisoned until the end of its next turn. A creature poisoned in this way is incapacitated.
The flower has 1 hit point. If it is destroyed, it releases a spore cloud, then the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of flowers you create with this spell increases by 1 per spell slot level expended above 2nd.
2nd-level illusion
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
2nd-level divination
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
2nd-level transmutation
You absorb the mana imbued in the spell and gain a spell slot of 2nd-level, which lasts for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell slot gained increases by one level for each slot level above 2nd, up to maximum of 5th level.
2nd-level evocation (smite)
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius until the spell ends. While this light persists, the target can't become invisible and the first attack roll made against it by another creature each turn is made with advantage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
2nd-level divination
You enhance your senses, gaining a field of consciousness that allows you to detect even the slightest breath. For the duration, you know the exact distance and direction to any creature that breathes within 60 feet of you.
2nd-level evocation
You touch a creature; searing its wounds closed with a burning heat. The target takes 1d4 fire damage. It then gains 3d10 temporary hit points, which remain the duration. Additionally, if the target is bleeding, its bleeding is staunched.
At Higher Levels. When you cast this spell using a spell slot of 3rd level, or higher, the number of temporary hit points granted to the target increases by 1d10 for each spell slot level expended above 2nd.
2nd-level divination
You create a celestial link between two creatures that you can see within range marking their fate through astrological divination, each of which must be within 60 feet of each other. For each target, choose either Weal or Woe.
Weal. The target gains 2d4 temporary hit points at the start of each of its turns, which lasts until the spell ends.
If you chose Woe for the other target, whenever the Woe target makes an attack roll against the Weal target, the Weal target gains a +2 bonus to AC against that attack.
If you chose Weal for both targets, they each gain a +1 bonus to AC.
Woe. The target takes 2d4 psychic damage at the start of each of its turns.
If you chose Weal for the other target, whenever the Weal target makes an attack roll against the Woe target, the Woe target suffers a -2 penalty to AC against that attack.
If you chose Woe for both targets, they each suffer a -1 penalty to AC.
The spell ends if either target becomes separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the damage and temporary hit points increase by 1d4 for each slot level above 2nd.
2nd-level evocation
You conjure innate energies within you to begin charging a powerful bolt of energy. On your subsequent turns, you can use an action to make a ranged spell attack against a creature within 120 feet, launching a bolt of violent energy towards them. The bolt deals 2d10 lightning damage on a hit, increasing by 1d10 each time you end your turn whilst you still concentrate on the spell, to a maximum of 6d10.
If you lose concentration on the spell as you charge it, you take half the spells damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the initial and maximum damage the spell can deal increases by 1d10 per spell slot level above 2nd.
2nd-level transmutation
You encase a willing creature in a blanket of impenetrable silk, healing its wounds. If the target is dying, it becomes stable, unless it is a construct or undead. Then, until the start of your next turn, the target is immune to all damage, is incapacitated, and has a speed of 0.
At the start of your next turn, the target regains 2d10 hit points and the spell ends. This healing has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d10 for each slot level above 2nd.
2nd-level evocation
You imbue a creature that you touch with the speed and power of a flying asteroid. That creature flies up to 30 feet in a straight line, moving through any creature as if it were not there. Each creature caught in the line must succeed on a Strength saving throw or take 2d8 bludgeoning damage, plus 1d8 cold damage, taking half on a success. A creature that fails its saving throw also falls prone.
If you cast this spell on an unwilling creature, you must make a melee spell attack against that creature. On a hit, the spell applies as normal, otherwise the spell fails.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the cold damage dealt increases by 1d8 per spell slot level above 3rd.
2nd-level illusion (ritual)
You conjure a false constellation in the sky that lasts for the duration. The constellation can look how you choose, but can only depict one creature or object, or spell one word. A creature can decipher the message with a successful Intelligence check against your spell save DC. Any number of creatures you choose when you cast the spell can see the message without making this check.
The message can only be seen at night, and appears among the other stars, no brighter or dimmer than any other.
At Higher Levels. When you cast this spell using a 3rd-level or 4th-level slot, the spells duration increases to 1 month. When you cast this spell using a spell slot of 5th-level or 6th-level spell slot, the duration increases to 6 months, and the illusory constellation cannot be seen by anyone except those you choose. When you cast this spell using a spell slot of 7th-level or higher, the duration increases to 1 year.
2nd-level evocation
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.
2nd-level transmutation
You plant four pieces of nonmagical ammunition into the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d8 piercing damage, which counts as magical for the purposes of overcoming resistance and immunity. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd
2nd-level enchantment
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.
2nd-level evocation
Four motes of primal life essence appear and orbit around you until the spell ends. You can use a bonus action to expend one of the motes and gain 2d4 temporary hit points.
Whenever damage from a hostile creature causes you to lose any temporary hit points gained in this way, unless that damage would reduce you to 0 hit points, you regain an equal number of hit points.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of motes created increases by one for each slot level 2nd.
2nd-level abjuration
You touch a creature and end one disease afflicting it.
2nd-level evocation (smite)
The next time you hit a creature with a weapon attack before this spell ends, the attack unleashes a burst of wind in a 30-foot long, 5-foot wide line originating in the target’s space and extending away from you. Each creature caught in the area, including the target of the original attack, must make a Strength saving throw. On a failure, a creature suffers 2d10 bludgeoning damage and falls prone. On a success, a creature instead takes half damage and does not fall prone.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, both instances of the spells damage increase by 1d10 for each slot level above 2nd.
2nd-level evocation
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.
2nd-level transmutation
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
2nd-level divination (ritual)
You touch an object or creature and extract the basics of its history. State an event related to the target. You learn the date that the stated event occurred in. For example, you can learn a creature’s birthdate, the last time a creature killed a humanoid creature, the creation date of an object, or the date that an object was parted from its previous owner.
The spell takes any events stated in its casting as literally as possible.
The spell fails if you state an event that never occurred to the target object or creature, or if you try to gain information about a creature that it does not wish you to know.
2nd-level transmutation
You transmute the water from the air into a huge bubble of hovering water at a point that you can see within range, dropping it on your enemies. Each creature in a 10-foot radius cylinder beneath the bubble must succeed on a Strength saving throw. On a failure, target creatures take 4d6 bludgeoning damage and fall prone. On a success, the target takes only half damage.
A creature of Huge size or larger succeeds on the saving throw against this spell automatically.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the damage dealt increases by 1d6 per spell slot level expended above 2nd.
2nd-level divination
For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.
If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.
The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
2nd-level transmutation
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 1d6 for each slot level above 2nd.
2nd-level conjuration
Choose an unoccupied 10-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.
Whenever a creature enters a space within 5 feet of the dust devil for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
2nd-level divination
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.
2nd-level transmutation
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.
2nd-level evocation
You create an aura of warbling elemental energy that exudes in a 30-foot radius around you. Until the spell ends, you can use a bonus action to force one creature within the aura to make a Constitution saving throw. A creature takes 2d8 damage on a failed save, or half as much on a successful one. The damage dealt is acid, cold, fire, lightning, poison, or thunder damage (you choose each time you deal the damage).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 for each slot level above 2nd.
2nd-level evocation
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.
2nd-level abjuration
You invoke a great tenacity in a creature that you can see within range. For the duration, the target gains a +2 bonus to AC and whenever the target takes damage, it can roll a d4 and subtract the number rolled from the damage taken.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the die rolled increases by 1d4 for every two slot levels above 2nd.
2nd-level evocation (smite)
The next time your Manifestation hits a creature with an attack roll, they flare with powerful energy and the attack deals an extra 3d8 Form Damage. The spell then ends.
If your Manifestation is not in range when you cast this spell, the spell fails.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 for each slot level above 2nd.
2nd-level conjuration
Through the aid of an ethereal guide, you bring another creature to your side. One allied creature that you can see within range teleports into an unoccupied space that you can see within 10 feet of you.
2nd-level enchantment
You speak a spiritual lesson of stern guidance. You gain four Guiding dice, which are d4s, and which last for the duration. Whenever another creature that you can see and that can hear you within range misses an attack roll or fails an ability check or saving throw, you can use your reaction and spend up to two of your Guiding dice. If you do, roll those dice and add them to the result of the target's attack roll, ability check, or saving throw, potentially turning a failure into a success.
When you have no Guiding dice remaining, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of Guiding dice you gain when you cast the spell increases by one for each slot level above 2nd.
2nd-level conjuration
You gesture to an unoccupied space within range and call forth your Manifestation from your soul to apparate there in a burst of energy. Your Manifestation appears in the chosen space, filling a 10-foot-radius sphere around it with a surge of energy. Each creature caught in the area other than you or your Manifestation must make a Dexterity saving throw, taking 3d8 Form Damage on a failed save, or half as much damage on a successful one. The damage dealt by this spell is determined by the creature type of your Manifestation, as shown in the Explosive Damage table.
If when you cast this spell your Manifestation is not within your soul or if it has 0 hit points, the spell fails.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 for each slot level above 2nd.
2nd-level conjuration
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.
2nd-level enchantment
You invoke the power of Dendar, the Night Serpent. Four spectral fangs clamp down onto a creature that you can see within range, devouring their dreams. The target must make a Wisdom saving throw. On a failure, the target takes 3d8 psychic damage and is wracked with their worst nightmares for the duration. On a success, the target takes half as much damage and the spell ends.
An affected creature cannot take reactions and suffers disadvantage on attack rolls and ability checks. They can repeat their saving throw at the end of each of their turns, ending the spell on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
2nd-level transmutation
You touch a creature and infuse its form with preternatural focus and agility. Until the spell ends, the target gains the following benefits:
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing provided increases by 1d4 for every two slot levels above 2nd.
2nd-level conjuration
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on the form of a Beast of your choice. The chosen Beast must be of challenge rating 1/2 or lower; it mustn't have a burrowing, climbing, flying, or swimming speed; it must be exactly one size larger than you; and it must have suitable physiology to serve as a mount. The steed has the statistics of the chosen form, though it is a Celestial, Elemental, Fey, or Fiend (your choice) instead of a Beast and its hit point maximum is increased by 10. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
The steed is your Companion, you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can't have more than one steed at a time. If you cast this spell while you already have a steed, you instead cause it to adopt a new form.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus the steed receives to its hit point maximum increases by 10 for each slot level above 2nd, to a maximum bonus of 40.
2nd-level divination
You gain a preternatural sense for detecting traps. Until the spell ends, you gain a +5 bonus to Intelligence and Wisdom ability checks that pertain to detecting or locating a trap. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would help you find an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not help you find a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
2nd-level evocation
You weave together swirling flames to create a sword made from embers in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 fire damage on a hit and has the finesse and versatile properties (2d10). The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Additionally, when you hit a creature with the blade, if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
2nd-level evocation
You surround yourself in a helix of swirling flame which fills a 10-foot radius around you for the duration. The fire grants you half cover, and whenever another creature enters the fire for the first time on a turn or starts their turn there, you may force that creature to make a Dexterity saving throw, taking 2d6 fire damage on a failed save, half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d6 for each slot level above 2nd.
2nd-level conjuration
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that enters a space within 5 feet of the sphere or ends its turn there must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
The sphere occupies its space. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
2nd-level conjuration
You magically summon two duplicates of your familiar, which appear in unoccupied spaces that you can see within range. If you don't have a familiar that you can see within range when you cast this spell, the spell fails.
The clones function as per the find familiar spell and they must share the same form and creature type as your original familiar.
When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell as normal. However, you can cast a touch spell through only one familiar per turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional clone of your familiar for every two slot levels above 2nd.
2nd-level evocation
You fire a bolt of spiritual energy towards a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage and, until the start of your next turn, your Manifestation has advantage on all attack rolls it makes against the target. On a miss, your Manifestation gains advantage on the next attack roll it makes against the target before the start of your next turn and the target is otherwise unaffected.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 for each slot level above 2nd.
2nd-level dunamancy
You touch a willing creature, imparting them with a fragment of possibility. This small, floating bead of ethereal energy floats around the creature and lasts for the duration or until expended.
When a creature with a fragment of possibility makes an attack roll, ability check, or saving throw, it can expend its fragment to roll an additional d20, choosing which of the two rolls is used for the roll. Alternatively, after an attack roll is made against the creature, it can expend its fragment of possibility to roll a d20 and the attack uses the lower of the two d20 rolls.
A creature cannot have more than one fragment of possibility at any given time.
2nd-level dunamancy
You manipulate the flow of time in a small area, rapidly altering the age of a Small or smaller object you choose within range. Choose forward or backward for the affected area.
In any case, this spell does not affect any objects physical location in space and nothing besides the chosen object is affected.
As a bonus action, you may switch between forward and backward effects.
2nd-level necromancy
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.
2nd-level conjuration
You summon a column of water that shoots up into the air in a 5-foot-radius cylinder that’s up to 30 feet high, centred on a point that you can see within range. Each creature caught in the area when it appears must make a Dexterity saving throw. A creature must also make this saving throw if it enters the geyser’s area for the first time on a turn.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cylinder. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failure, a creature is pushed into the nearest unoccupied space at the top of the cylinder and is held aloft there until the effect ends. While held aloft by the cylinder, a creature is restrained.
At the end of your next turn, the cylinder of water collapses and any creature held aloft by it falls. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. The spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the maximum height of the cylinder increases by 10 feet for each slot level above 2nd.
2nd-level dunamancy
You warp the very air around you, forming a small, localised gravity well, launching it forward. Make a ranged spell attack against a creature within range. On a hit, the target takes 2d10 force damage.
The well then pulses, releasing a gravitational shockwave in a 10-foot radius surrounding the target. Each creature within the area (including the target), must make a Strength saving throw, taking 2d8 force damage on a failed save, or half as much on a success. Regardless, any creature of Large size or smaller caught in the field is pulled into the nearest unoccupied space within 5 feet of the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the pulse increases by 1d8 for each spell slot level expended above 2nd.
2nd-level conjuration
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.
2nd-level divination
You focus on the battle ahead, allowing both magic and muscle to guide your hand. Until the end of your next turn, the critical hit range of your weapon attacks increases by 2. This spell cannot increase your critical hit range above 5.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to your critical hit range increases by 1 for each spell slot level expended above 2nd.
2nd-level evocation
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.
2nd-level evocation
You bring down a burning light that fills a 10-foot radius, 60-foot-high cylinder centred on a point that you can see within range. Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. The target takes 1d8 fire damage plus 1d8 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire or radiant damage dealt (your choice) increases by 1d8 for each slot level above 2nd.
2nd-level transmutation
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.
As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.
The spirit can restore hit points anumber of times equal to 1 + your spellcasting ability modifier (minimum of twice). Once it has expended all this healing, the spirit disappears.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
2nd-level conjuration
You conjure divine scripture before you, unleashing a wave of holy energy in a 20-foot cone. Choose any number of creatures caught in the area. Each target must make a Charisma saving throw. A creature takes 2d4 psychic damage plus 2d8 radiant damage on a failed save, or half as much damage on a successful one.
When you cast this spell, you may choose a creature type from among Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen type have disadvantage on their saving throw against the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radiant damage dealt increases by 1d8 for each slot level above 2nd.
2nd-level conjuration
You create a burst of sticky honey around a creature that you can see within range, conjuring a swarm of angry bees to assail them. The swarm appears in the target creature’s space and uses the swarm of wasps stat block. The swarm disappears when it drops to 0 hit points or when the spell ends.
The swarm is your Companion, but it spends its turn attacking the target to the best of its ability instead of following any direct orders.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the swarm has an additional 5 hit points and has a +1 bonus to attack and damage rolls for each slot level above 2nd.
2nd-level necromancy
You send the life essence within a creature to burning temperatures. When you cast this spell, the target takes 1d8 fire damage. The target takes this damage again at the start of each of your turns while the spell lasts.
Whenever a creature is dealt damage by this spell, it must make a Constitution saving throw. On a failure, the target suffers disadvantage on attack rolls and ability checks until the start of your next turn. After failing three saving throws, it fails all future saving throws it makes against the spell before the spell ends. After succeeding on three saving throws, the spell ends for the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
2nd-level dunamancy (ritual)
You touch an object that weighs no more than 10 lbs and cause it to become magically fixed in place. You can also set a password that, when spoken within 5 feet of the object, suppresses the spell for 1 minute.
If the object is fixed in the air, it can hold up to 4,000 lbs of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 lbs, and the duration increases to 24 hours. When you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 lbs, and the effect is permnanent until dispelled.
Additionally, when you cast this spell using a spell slot of 3rd level, or higher, the maximum weight of an object you can effect with this spell increases by 10 lbs for each spell slot level after 2nd.
2nd-level dunamancy
You briefly speed up or slow down a creature as it joins battle. Roll a d20. You can replace the initiative roll of a creature that you can see within range with the result of the d20. An unwilling creature must succeed on an Intelligence saving throw to resist this spell.
2nd-level conjuration
You gesture forward, conjuring forth a barrage of piercing weaponry to strike at any creature you choose within a 15-foot cone in front of you. Each creature you choose in the area must succeed on a Dexterity saving throw. On a failure, the target creature suffers 3d8 piercing damage, taking half damage on a success.
A creature damaged by this spell starts bleeding (1d4) for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage dealt to each target increases by 1d8 for each spell slot level expended above 2nd.
2nd-level abjuration
You place a rune onto the skin of a creature that you can see within range, inhibiting their ability to harm others. The target’s speed is reduced by 10 feet and whenever it makes an attack roll or an ability check, roll a d4 and subtract the result from the target’s roll.
A creature can use its action to make a Wisdom saving throw, overpowering the seal on a success and ending the spell.
2nd-level transmutation (ritual)
You touch a surface up to 10 feet wide and 60 feet long that is difficult or unable to be climbed and shape small hand holds across it. Creatures gain advantage on Strength (Athletics) checks made to climb the surface, whilst creatures with a climb speed may do so without making ability check.
2nd-level evocation (smite)
The next time you hit with a weapon attack using a divine arm during this spell's duration, your attack deals an extra 2d6 radiant damage. You may then choose a willing creature other than you that you can see within 30 feet of the attack's target. That creature regains hit points equal to the radiant damage dealt by the spell. Once you have dealt this damage, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d6 for each slot level above 2nd.
2nd-level necromancy
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:
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.
2nd-level transmutation
You transform your mouth into the maw of a demon, rows of razor-sharp fangs that tear into a creature within range. Make a melee spell attack against the target. On a hit, the target creature takes 4d6 piercing damage.
Additionally, the target must make a Wisdom saving throw. On a failed save, the target becomes frightened of you for 1 minute. A creature frightened of you in this way takes 1d6 psychic damage at the start of each of its turns. The target can repeat its saving throw at the end of each of its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, both the piercing and psychic damage dealt increase by 1d6 per spell slot level expended above 2nd.
2nd-level abjuration
You touch a creature and invoke the judgement of the gods. Make a melee spell attack against the target. On a hit, the target takes 3d10 radiant damage, you learn its alignment, and at the start of each of the target's turns before the spell ends, it takes 1d10 radiant damage.
At the end of each of its turns, an affected target can make a Constitution saving throw, ending the effect on itself on a success.
Alternatively, you can choose to deal no damage with this spell and only learn the target's alignment.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd.
2nd-level evocation
You channel your willpower into your fist, releasing a powerful strike of energy at a creature that you can see within range. Make a melee spell attack against the target. On a hit, the target take 2d12 force damage and is pushed up to 10 feet away from you. A creature that is Huge size or larger is not pushed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d12 and the maximum distance pushed increases by 5 feet for each slot level above 2nd.
2nd-level dunamancy
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.
2nd-level evocation
You speak divine words of holy power, strengthening their magic. Choose a creature that you can see within range. If the target can hear and understand you, it becomes empowered until the end of your next turn. When the target casts a spell using a spell slot of 1st level or higher whilst empowered in this way, it can choose to end this spell early to bolster the spell it casts. If it does, the spell counts as one level higher than the spell slot expended to cast it.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bolstered spell is increased by one additional level higher for each slot level above 2nd, to a maximum of four levels higher.
2nd-level divination
You speak divine words of guidance, allowing the target to aim true. Choose a creature that you can see within range. If the target can hear and understand you, it becomes empowered until the end of your next turn. Whilst empowered in this way, the target adds 1d6 to its attack rolls.
At Higher Levels. When you cast this spell using a spell slot of 3rd level, the die rolled increases to 1d8. When you cast this spell using a spell slot of 4th level, the die rolled increases to 1d10. When you cast this spell using a spell slot of 5th level or higher, the die rolled increases to 1d12.
2nd-level evocation (smite)
The next time you hit a creature with a melee attack during the spell’s duration, you conjure the light of the moon, and the attack deals an extra 2d8 radiant damage.
Additionally, one willing creature of your choice within 30 feet of you becomes enshrouded by lunar magic until the start of your next turn, after which the spell ends. While the effect persists, attack rolls made against the target are made with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the secondary damage increases by 1d8 for each slot level above 2nd.
2nd-level transmutation
You touch a weapon. Until the spell ends, the target weapon becomes a magic weapon if it isn't already and it gains a +1 bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
2nd-level conjuration
You bind two targets in spectral chains. One creature that you can see within range becomes bound to another creature, a Medium or larger object that isn't being worn or carried, or a solid surface that you can see within 20 feet of the initial target. Any creature bound by this spell must spend 2 feet of movement for every 1-foot it moves.
If the targets are ever more than 20 feet apart, the chain snaps. When the chain snaps, each creature that was bound by it must make a Strength saving throw, taking 4d8 force damage on a failed save, or half as much damage on a successful one. The spell then ends.
A nonmagical object that isn't being worn or carried also takes the damage if it's bound by the chains when they snap.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 for each slot level above 2nd.
2nd-level abjuration
You call your Manifestation to shield you from harm. Your Manifestation takes the triggering damage and you take no damage.
If your Manifestation is not in range when you cast this spell, the spell fails.
2nd-level transmutation
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.
2nd-level transmutation
You enact the first stage of the great work: the blackening, in a creature that you can see within range. The target begins to rapidly decompose, taking 4d4 necrotic damage at the start of each of its turns for the duration. The target can make a Constitution saving throw against the spell at the end of each of its turns. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d4 for each slot level above 2nd.
2nd-level evocation
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 5d4 acid damage immediately and 3d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
2nd-level evocation
You launch a bolt of sorcerous energy at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
Metamagic options used on this spell cost 1 less sorcery point.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 for each slot level above 2nd.
2nd-level evocation
You release a blast of sorcerous energy from a point that you can see within range. Each creature within 10 feet of the chosen point must make a Dexterity saving throw. A creature takes 5d4 force damage on a failed save, or half as much on a success.
Metamagic options used on this spell cost 1 less sorcery point.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d4 for each slot level above 2nd.
2nd-level divination
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. Additionally, you may choose for a creature to take 3d10 psychic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
2nd-level conjuration
You teleport to an unnoccupied space that you can see within 30 feet.
2nd-level evocation
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.
2nd-level enchantment
You make a creature feel terrible vertigo. For the duration, the target’s speed is reduced by 10 feet and it must make a Constitution saving throw at the start of each of its turns. On a failure, the target falls prone and becomes poisoned until the start of its next turn. On a success, the target is instead poisoned until the end of the turn, upon which the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
2nd-level illusion
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.
2nd-level evocation
You release a blast of life energy in a 5-foot-wide, 90-foot-long line. Each creature you choose that is caught in the area must make a Dexterity saving throw. A creature takes 2d8 radiant damage on a failed save, or half as much on a successful one.
A creature that takes damage from this spell becomes overloaded with life energy, taking an extra 2d4 necrotic damage at the start of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage dealt increases by 1d8 for each slot level above 2nd.
2nd-level abjuration
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.
2nd-level evocation
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.
2nd-level divination
You cast your senses out into the world around you, sensing the presence of chosen entities. Choose one of the following creature types: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select one race of humanoid (such as gnolls and orcs). You detect whether one or more creatures of the chosen type are within range, approximately how many of those creatures there are, and the approximate distance and direction towards them.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell’s range increases by 2 miles for each slot level above 2nd.
2nd-level evocation
You create a blast of multicoloured energy, emanating from a point that you can see within range. Each creature within 10 feet of the blast must make a Dexterity saving throw. For each target, roll a d8 to determine which colour affects it.
1. Red. The target takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 3d6 acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 3d6 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained until the end of your next turn
7. Violet. On a failed save, the target is blinded until the end of your next turn.
8. Special. The target is struck by two colours. Roll twice more, rerolling any 8.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a creature takes an extra 1d6 radiant damage on a failed save, or half as much on a successful one, for each slot level above 2nd.
2nd level abjuration
You conjure up an arcane barrier from your hand in front of you to protect you from incoming attacks. The barrier remains in your hand, projected forwards from your palm, should you attempt to hold or grasp any object in the affected hand, the spell ends.
At any point on your turn, or as a reaction, you can change the direction the barrier is facing.
If you would be targeted with an attack roll, or be forced to make a Dexterity saving throw by a source in the direction the barrier is facing, you are considered to have half cover.
2nd-level abjuration
You touch a creature. If it is charmed, you end the charm. If more than one charm afflicts the target, you end one charm that you know is present, or you end one at random. For the duration, the target is immune to being charmed.
At Higher Levels. When you cast this spell with a spell slot of the 3rd level or higher, you can protect one additional creatures for each spell slot level past the 2nd.
2nd-level abjuration
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.
2nd-level enchantment (smite)
The next time you hit a creature with a melee weapon attack during the spell’s duration, you leave a punitive mark on the target’s flesh, which lasts for the duration. The next time the marked creature hits another creature with an attack or targets another creature with a damaging spell, it must first make a Wisdom saving throw. On a failed save, the creature takes 1d6 necrotic damage plus 1d6 psychic damage and the damage dealt by their attack or spell is halved. On a successful save, the creature takes half as much damage and the damage of its attack or spell is unaffected.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic or psychic damage dealt (your choice) increases by 1d6 for each slot level above 2nd.
2nd-level necromancy
You touch the body of a dead beast, imbuing it with renewed life. The creature is raised from the dead with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts or cure diseases.
2nd-level necromancy
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.
2nd-level divination
Your natural instinct takes over your body, bringing out uncanny reflexes. When a creature moves within 30 feet of you, you can use your reaction to cast this spell and make a weapon attack against the creature with a weapon you are holding as long as it’s within range of that weapon. On a hit you deal an additional 2d10 force damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the additional damage dealt increases by 2d10 for each spell slot level expended above 2nd.
2nd-level transmutation
A creature, structure, or object you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier, or a nonmagical or Common magic item you touch is restored to working condition. This spell only has an effect on Construct creatures, structures and objects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the hit points regained increases by 1d8 for each slot level above 2nd. With a spell slot of 3rd level or higher, you can restore an Uncommon magic item to working condition. With a spell slot of 4th level or higher, you can restore a Rare magic item to working condition. With a spell slot of 5th level or higher, you can restore a Very Rare magic item to working.
2nd-level transmutation (smite)
The next time you make a ranged weapon attack, you imbue the ammunition with a twisting zephyr that seeks further targets. Choose a creature or object within 30 feet of the attack’s target. Make a ranged spell attack against that target. On a hit, the new target takes damage equal to a roll of your weapon’s damage die plus your spellcasting ability modifier. The damage type is the same as your weapon. Repeat this process once, choosing a different target than the previous.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you repeat the ricochetting process one additional time for each slot level above 2nd, to a maximum of five total ricochets.
2nd-level transmutation
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.
2nd-level evocation
You bless a 20-foot radius sphere centred on a point that you can see within range with divine power. The first time a hostile creature takes damage on a turn whilst in the area, it takes an extra 1d4 radiant damage.
Additionally, the first time a non-hostile creature takes damage on a turn whilst in the area, it reduces that damage by 1d4.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the damage and damage reduction of the spell increase by 1d4 for very two slot levels above 2nd.
2nd-level evocation
You cause the sky to rain down bolts of sapphire energy, devastating your enemies. Until the start of your next turn, blue bolts of light rain from the sky in a 30-foot cube in front of you. Whenever another creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw, taking 4d6 radiant damage on a failed save, and half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 per spell slot level expended above 2nd.
2nd-level evocation
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.
2nd-level illusion
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
2nd-level transmutation
You alter the ground within a 20-foot cube centred on a point that you can see within range. For each creature stood in the area, choose a distance up to 15 feet and a direction that is horizontal to you. That creature is moved the chosen distance in the chosen direction. You cannot use this spell to move a creature into a space that is not on solid ground or into a space outside of the spell's area.
An unwilling creature can avoid being moved with a successful Dexterity saving throw, but a creature that fails its saving throw is knocked prone. A Huge or larger creature succeeds on this saving throw automatically.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's area increases by 10 feet and the maximum distance a creature can moved increases by 5 feet for each slot level above 2nd.
2nd-level evocation
You invoke the power of Mephiles, the Hound of Strife. Tendrils of darkness wrap around a creature that you can see within range. The target must make a Dexterity saving throw. On a failure, the target takes 2d4 slashing damage plus 1d8 necrotic damage and the target starts bleeding (2d4). On a success, the target takes half as much damage and does not start bleeding.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
2nd-level evocation
You unleash a flurry of six snowballs from a point that you can see within range. Each snowball flies from that point up to 30 feet in a straight line in a direction you choose before falling to the ground, stopping early if it impacts as a solid surface. If a snowball would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the snowball strikes the target and stops moving. When the snowball strikes something, what it strikes takes 1d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of snowballs thrown increases by one for each slot level above 2nd.
2nd-level evocation
A glistening orb of orange light forms at a point that you can see within range. The orb sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
When you cast this spell, the orb fires a beam of light towards a creature that you can see within 60 feet of the orb. Make a ranged spell attack against the target. On a hit, the target takes 2d6 radiant damage.
On your next turn and on each of your subsequent turns thereafter before the spell ends, you can use a bonus action to have the orb fire an additional beam of light, targeting the same creature or a different one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d6 for each slot level above 2nd.
2nd-level necromancy
You point to a creature within range, momentarily severing a fragment of their soul from their body as a violent assailant. The target must succeed on a Charisma saving throw. On a success, the target takes 2d4 necrotic damage and the spell ends. On a failure, their soul manifests as a specter, which appears in an unoccupied space within 5 feet of the target.
The specter is your Companion, but it spends its turn attacking the target to the best of its ability instead of following any direct orders.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the number of creatures you can affect with this spell increases by one for every two slot levels above 2nd.
2nd-level necromancy
You conjure a ghostly green scythe at a point within range, before causing it to come spinning back toward you at the end of your turn in a 5-foot wide line. Any creature caught in the area must make a Charisma saving throw. On a failure, a creature suffers 4d8 necrotic damage and any time it takes damage before the end of your next turn, it reduces its hit point maximum by an amount equal to half the damage taken. On a successful saving throw, a creature takes half damage and suffers no additional effect. Maximum hit points lost in this way are regained after a long rest.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
2nd-level transmutation
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.
2nd-level transmutation
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.
2nd-level evocation
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.
2nd-level conjuration
You conjure a storm of blades, thorns, or sharp stone that fly out from you in four 30-foot long, 5-foot wide lines. Each creature caught in one or more of the lines must make a Dexterity saving throw, taking 3d4 slashing damage on a failed save, or half as much damage on a successful one. The blades then return towards you, forcing each target to repeat their saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both instances of the spell's damage increase by 1d4 for each slot level above 2nd.
2nd-level transmutation
You conjure a piercing stalagmite in 5-foot cube on the ground that you can see within range, any creature in that space must make a Dexterity. On a failure, a creature suffers 3d8 piercing damage and is knocked prone. On a success, a creature suffers half damage and is not knocked prone. Regardless, the creature is pushed into an unoccupied space within 5 feet of the stalagmite that you choose.
If the affected creature is prone, that creature takes an additional 3d4 piercing damage on a failed save.
The stalagmite persists for the duration as a Medium object with hit points equal to twice your level. When the spell ends or the stalagmite is destroyed, it crumbles into dust.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage dealt by the spell increases by 1d8 for each spell slot level expended above 2nd.
2nd-level conjuration (summon)
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Medium or smaller Beast, unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 16 (+3) | 4 (–3) | 14 (+2) | 5 (–3) |
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Magic Weapons. The beast's weapon attacks are magical.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
2nd-level conjuration (summon)
You call forth a multitude of lesser construct spirits, shaping them into a swarm of tiny machines. They manifest in an unoccupied space that you can see within range and become your Companion. This corporeal form uses the Microbot Swarm stat block. When you cast this spell, choose a function: Destruction or Reconstruction. The microbots resembles a swarm of tiny mechanical creatures or a swarm of electrical energy (your choice) tasked with the chosen function, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Medium swarm of Tiny constructs, unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 18 (+4) | 1 (–5) | 7 (–2) | 1 (–5) |
Charged Cells (Destruction Only). Whenever the swarm hits a creature with a weapon attack that creature takes an extra 1d4 lightning damage.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Bites. Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target. Hit: 2d4 + 4 + the spell’s level piercing damage, or 1d4 + 4 + the spell’s level if the swarm has half of its hit points or fewer.
Deconstructing Latch (Destruction Only). Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target. Hit: The swarm attaches to the target. While attached, the swarm moves with the target and has advantage on attack rolls against it. When the swarm attaches to a target, it can immediately make a Bites attack against that creature.
A creature can use its action to detach the swarm, doing so with a successful Strength check against your spell save DC. On its turn, the swarm can detect itself from the target by using 5 feet of movement.
Repair (Reconstruction Only). The swarm repairs another creature or object in its space. The target magically regains hit points equal to 1d8 + the spell’s level. A creature can receive this healing only once per casting of the spell.
2nd-level enchantment
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
2nd-level evocation
You throw out a lightning-charged cell to a point that you can see within range. On arrival, the cell explodes, sending out arcs of lightning in a 10-foot radius around it. Each creature caught in the area must make a Dexterity saving throw. On a failure, a creature takes 3d6 lightning damage and until the start of your next turn, it cannot take reactions and its speed is reduced by 10 feet. On a success, a creature takes half as much damage and it suffers no other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d6 for each slot level above 2nd.
2nd-level transmutation (smite)
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon sprouts lashing thorns that tear the target asunder, and the attack deals an extra 2d4 slashing damage. The target then starts bleeding (2d4). The spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the damage dealt and the bleeding applied increase by 1d4 for each slot level above 2nd.
2nd-level evocation
A crackle of energy sparks around your feet as you step forward, transforming you into a bolt of lightning. You launch in a straight line up to 30 feet in a direction you choose. If your trajectory would cause you to enter a space occupied by a creature that isn't prone or solid object, you ricochet off of it rather than moving through its space, and can choose another direction to use your remaining movement granted by this spell. When you ricochet off a creature during this movement, the creature must make a Strength saving throw. On a failed save, the creature takes 3d8 thunder damage and is knocked prone. On a success, the creature takes half as much damage and isn't knocked prone.
At the end of your movement, a sudden boom of energy creates a sonic wave in a 15-foot cone in the direction you were last travelling. Each creature within this area must succeed on a Constitution saving throw or be pushed 10 feet away from you and become deafened until the end of your next turn.
At Higher Levels. When you cast this spell using a slot of 3rd level or higher, the distance you can travel increases by 10 feet for each slot level above 2nd.
2nd-level evocation
You create a brief, but powerful updraft that fills a 10-foot-radius, 30-foot-high cylinder centred on a point that you can see within range. Each creature caught in the area is pushed 30 feet into the air by the wind. An unwilling creature can resist the spell’s effects with a successful Strength saving throw.
When you cast this spell, you may impart any number of targets with a protective gust around them. Whenever any of the chosen targets fall before the end of the turn, their rate of descent slows to 60 feet per round until the end of the turn. If the creature lands before then, it takes no falling damage and can land on its feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the height of the cylinder increases by 10 feet for each slot level above 2nd.
2nd-level evocation (smite)
The next time you make a melee weapon attack against a creature during the spell’s duration, you gain advantage on the attack roll if the target dealt damage to you since the end of your previous turn. Regardless, on a hit, your weapon hums with a hateful power, and the attack deals an additional 2d8 necrotic damage, or 2d12 damage if you had advantage on your attack roll.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you roll one additional damage die as a part of the spell’s damage roll for each spell slot level expended above 2nd.
2nd-level transmutation
You jab a creature, injecting them with a foul poison formed from a minute needle at the end of your finger. Make a melee spell attack against a creature within range. On a hit, the target suffers 2d8 poison damage, suffering the same damage again at the start of each of its turns for the duration.
A creature that makes a successful Wisdom (Medicine) check on the target of the spell successfully removes the poison, ending the spell. The DC for this check is equal to your spell save DC. Any other effect that cures a poison also ends the spell early.
If you were hidden when you cast this spell, you do not become visible unless your attack misses.
2nd-level conjuration
You conjure a lashing vine that strikes out like a whip three times at targets within range. You can direct each strike at one target or several. Make a melee spell attack for each strike. On a hit, the target takes 2d4 slashing damage and it’s pushed up to 10 feet in a straight line either towards you or away from you (you choose for each attack).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the vine strikes one additional time for each slot level above 2nd.
2nd-level abjuration
You conjure the love of the gods, which takes the form of a purple aura around you. The aura sheds dim light in a 20-foot-radius around you and lasts until the start of your next turn.
While the aura persists, hostile creatures inside the aura can't gain advantage on attack rolls and whenever a creature or object in the area takes damage for the first time on a turn, you can choose to reduce that damage by 1d4.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the die rolled for the damage reduction increases in size by one for each slot level above 1st, to a maximum of a d12.
2nd-level abjuration
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.
2nd-level abjuration
One willing creature you touch gains 4d6 temporary hit points, which last for the duration. While a creature has these temporary hit points, it has resistance to bludgeoning, piercing, and slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points granted increases by 1d6 for each slot level above 2nd.
2nd-level abjuration
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.
2nd-level evocation
You create a soothing mote of light in a space that you can see within range. The mote is a 1-foot sphere of radiance that sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
The mote has 4 charges. When you cast this spell, you may expend one of the mote’s charges to choose a willing creature that you can see within 5 feet of the mote. That creature regains 2d4 hit points.
As a bonus action on your turn, you can move the mote up to 20 feet and expend a charge to repeat the healing against a creature within 5 feet of it.
The spell ends when the mote has no charges remaining.
At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, the mote is created with 1 extra charge for each slot level above 2nd.
2nd-level conjuration
You conjure forth a tendril made from writhing water around a creature that you can see within range. The target must make a Strength saving throw. On a failure, the target takes 2d6 bludgeoning damage and becomes restrained by the tendril. On a success, the target takes half as much damage and is not restrained, but it speed is reduced by 10 feet until the end of its next turn, whereupon the spell ends.
While restrained by this spell, the target takes 2d6 bludgeoning damage at the start of each of its turns. A creature restrained by the tendril or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt to the restrained target at the start of each of its turns increases by 1d6 for each slot level above 2nd.
2nd-level evocation
You create a crescent of radiant light, sweeping it out from you in a 15-foot cone. Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes 3d8 radiant damage and you gain advantage on the next attack roll you make against that creature in the next minute.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 and the spell’s range increases by 5 feet for each slot level above 2nd.
2nd-level dunamancy
You warp gravity in a 20-foot radius, 60-foot high cylinder at a point you can see within range, significantly reducing its effect on the world. While in the area, a creature's jump distance is tripled, it falls at one third the normal speed, takes only one third of any falling damage it receives, and has disadvantage on Dexterity checks and saving throws.
Additionally, any ranged attack that passes through the area treats every 2 feet it moves through the area as 1-foot.
2nd-level conjuration
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.
2nd-level abjuration
You infuse yourself with a shielding aura of malicious magic, granting yourself a shield of dark magic. You gain 15 temporary hit points, which last until the end of your next turn.
When you lose any amount of these temporary hit points, they coalesce into a bolt of hate-fuelled energy that flies towards a creature you choose within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes psychic damage equal to the amount of temporary hit points lost.
2nd-level conjuration
You conjure a shield of foliage around a creature you touch, granting it a +2 bonus to AC and saving throws for the duration.
When the spell ends, you can choose for the shield to explode in a 10-foot radius centred on the target. Each creature within range, except for the target, must make a Dexterity saving throw, taking 3d4 bludgeoning damage plus 3d4 slashing damage on a failed save, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the both the bludgeoning and slashing damage dealt each increase by 1d4 for each slot level above 2nd.
2nd-level necromancy
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
2nd-level abjuration
You attempt to thrust a creature into and out of space for a moment. Make a melee spell attack against a creature within range. On a hit, the target is teleported to an unoccupied space of your choice that you can see within 30 feet of them. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. The act of being forcefully shunted through space causes the target to take 3d10 force damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d10 for each slot level above 2nd.
2nd-level necromancy
Hurl an orb of necrotic energy at one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 2d8 necrotic damage. For the duration, any time the target would regain hit points, the creature instead regains none and takes necrotic damage equal to your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st.
2nd-level transmutation (smite)
Your arms and weapons become ghostly and insubstantial. Until the spell ends, your weapon attacks and unarmed strikes ignore the armour and natural armour that the target is wearing.
2nd-level necromancy
You call forth vile methods of healing to knit the wounds of a creature within range. The target regains 3d12 + your spellcasting ability modifier hit points. The target must then succeed on a Constitution saving throw or start bleeding (1d4) for the duration.
This spell has no effect on Constructs or creatures with no physical form, such as a creature with Incorporeal Movement.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing granted increases by 1d12 for each slot level above 2nd.
2nd-level evocation (smite)
The next time you hit a creature with a weapon attack before this spell ends, the weapon shines with an overwhelming radiant energy as you strike. The attack deals an additional 2d8 radiant damage to the target, and it suffers disadvantage on the next attack roll it makes within the next minute. After you have dealt this damage, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 for each slot level above 2nd.