User:Toancaro/List of 2nd level spells
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Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Aid | Abjuration | Cleric Paladin |
0 | 9m | Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum. | |||||||
Arcane Lock | Abjuration | Wizard | 1.5m | Close a door or container with a magical lock. It can no longer be lockpicked or opened with | .||||||||
Barkskin | Transmutation | Druid Ranger |
1.5m | Touch a willing creature to toughen its skin and increase its Armour Class up to 16. | ||||||||
Blindness | Necromancy | Bard Cleric Sorcerer Wizard |
18m | Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage and the foe attacks with Disadvantage. | ||||||||
Blur | Illusion | Sorcerer Wizard |
0 | Attackers have Disadvantage on Attack rolls against you. | ||||||||
Branding Smite | Evocation | Paladin | Weapon Range | Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning .
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Calm Emotions | Enchantment | Bard Cleric |
18m | 6m | Humanoids can't be , , or become enraged. | |||||||
Cloud of Daggers | Conjuration | Bard Sorcerer Warlock Wizard |
18m | Conjure a cloud of spinning daggers that attack anyone inside. | ||||||||
Crown of Madness | Enchantment | Bard Sorcerer Warlock Wizard |
WIS | 18m | Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. | |||||||
Darkness | Evocation | Sorcerer Warlock Wizard |
18m | Create a cloud of magical darkness that and inflicts to creatures within. Creatures cannot make ranged attacks into or out of it. | ||||||||
Darkvision | Transmutation | Druid Ranger Sorcerer Wizard |
1.5m | Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. | ||||||||
Detect Thoughts | Divination | Bard Sorcerer Wizard |
0 | Focus your mind to read the thoughts of certain creatures while talking to them. | ||||||||
Enhance Ability | Transmutation | Bard Cleric Druid Sorcerer |
1.5m | Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. | ||||||||
Enlarge/Reduce | Transmutation | Sorcerer Wizard |
9m | Make a creature larger or smaller. Either option has a duration of 10 turns. This affects their weapon damage and Strength Checks and Saving throws. | ||||||||
Enthrall | Enchantment | Bard Warlock |
6m | Reduce a creature's peripheral vision and make it look at you. | ||||||||
Flame Blade | Evocation | Druid | 0 | Conjure a flaming Scimitar in your hand for 10 turns that deals 3d6Fire damage. It sheds a bright light in a 3 m / 10 ft radius and a dim light in a 6 m / 20 ft radius. | ||||||||
Flaming Sphere | Conjuration | Druid Wizard |
18m | 2m | Summon a Flaming Sphere that deals 2d6Fire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere. | |||||||
Gust of Wind | Evocation | Druid Sorcerer Wizard |
0 | 12m | Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown . | |||||||
Heat Metal | Transmutation | Bard Druid |
18m | Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks. | ||||||||
Hold Person | Enchantment | Bard Cleric Druid Sorcerer Warlock Wizard |
18m | Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. | ||||||||
Invisibility | Illusion | Bard Sorcerer Warlock Wizard |
1.5m | Touch a creature to turn it . Attacks against it have Disadvantage. It attacks with Advantage. | ||||||||
Knock | Transmutation | Bard Sorcerer Wizard |
18m | Unlock an object that is held shut by a mundane lock. | ||||||||
Lesser Restoration | Abjuration | Bard Cleric Druid Paladin Ranger |
1.5m | Cure a creature from Diseased, Poisoned, , or Blinded. | ||||||||
Magic Weapon | Transmutation | Paladin Wizard |
1.5m | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls. | ||||||||
Melf's Acid Arrow | Evocation | Wizard | 18m | Shoot a green arrow that bursts in a spray of acid. Deals 4d4Acid damage immediately and 2d4Acid damage at the end of the target's next turn. If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn. | ||||||||
Mirror Image | Illusion | Sorcerer Warlock Wizard |
0 | Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3. | ||||||||
Misty Step | Conjuration | Sorcerer Warlock Wizard |
18m | Surrounded by silver mist, you teleport to an unoccupied space you can see. | ||||||||
Moonbeam | Evocation | Druid | 18m | 1m | Call down a beam of light that damages any creatures that enters the beam or starts its turn in the light. You can use an Action to move the beam 18 m / 60 ft. | |||||||
Pass Without Trace | Abjuration | Druid Ranger |
0 | 9m | Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks. | |||||||
Phantasmal Force | Illusion | Bard Sorcerer Wizard |
18m | Deal damage to a creature each turn. The type of damage changes to the last type of damage the creature suffered. | ||||||||
Prayer of Healing | Evocation | Cleric | 0 | 9m | Heal all allies you can see within range by 2d8 + Spellcasting Modifierhit points. | |||||||
Protection from Poison | Abjuration | Cleric Druid Paladin Ranger |
1.5m | Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. | ||||||||
Ray of Enfeeblement | Necromancy | Warlock Wizard |
18m | Weaken a foe: they deal half damage with weapon attacks using Strength. | ||||||||
Scorching Ray | Evocation | Sorcerer Wizard |
18m | Hurl 3 rays of fire. Each ray deals 2d6Fire damage. | ||||||||
See Invisibility | Divination | Bard Sorcerer Wizard |
0 | Become able to see creatures, and possibly reveal them to others. | ||||||||
Shatter | Evocation | Bard Sorcerer Warlock Wizard |
18m | 3m | Damages all nearby creatures and objects. | |||||||
Silence | Illusion | Bard Cleric Ranger |
18m | Create a sound-proof sphere. All within are and Immune to Thunder damage. | ||||||||
Spike Growth | Transmutation | Druid Ranger |
18m | Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Piercing damage for every 1.5 m / 5 ft it moves. The spikes are Difficult Terrain, halving a creature's Movement Speed. | ||||||||
Spiritual Weapon | Evocation | Cleric | 18m | Create a floating, spectral weapon of your choice that attacks your enemies alongside you. The weapon is Ethereal, Immune to Psychic and Poison damage, and Resistant to all other Damage Types. Duration: 10 turns. Only one Spiritual Weapon may be summoned at any time. | ||||||||
Warding Bond | Abjuration | Cleric | 1.5m | Ward an ally. They gain resistance to all damage, and a +1 bonus to their Armour Class and Saving throws. | ||||||||
Web | Conjuration | Sorcerer Wizard |
18m | 4m | Cover an area in thick, flammable webbing that can creatures within. An ally can use its Help action to try and tear away the webs. |