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  Rite Publishing Presents: 
  101 Second Level Spells  
   
  Sorcerers Supreme (Designers):  
  Steven D. Russell & Ed Kabara 
  Meddling Archmages (Additional Design):  
  Jim Groves and Ben McFarland 
  Spellbook Scribes (Editor):  
  David Paul & Steven D. Russell 
  Master Illusionist (Cover Artist): Sara Contreras 
  Transmuters (Interior Artwork): Sara Contreras,  
  Ryan Sumo, Marek Rakuč, Malcolm McClinton  
  Diviner (5th Edition Fantasy Logo):  
  Rich Hershey of Fat Goblin Games  
  Lowly Apprentice (Layout & Publisher):  
  Steven D. Russell 
   
  Dedication: To The Companions of the Bargewright Inn 
  —A paradigm shift in gaming.    
   
   
   
  101 Second Level Spells © 2016 Steven D. Russell, Open Gaming License Copyright © 2000 Wizards of the Coast. All rights 
  reserved; Some rights reserved. Some images are licensed under a Creative Commons Attribution-No Derivative Works 3.0 License. 
  http://creativecommons.org/licenses/by-nd/3.0/ 
   
  
   
  1 
   
   
  Beguile 
   
  Spell Lists 
  2nd-Level Bard Spells 
  Beguile: Target has disadvantage on saves against 
  enchantment 
  and 
  illusion 
  spells 
  and 
  Wisdom(perception) checks. (bonus action)  
  Break Object: Inflicts damage on a single object or 
  damages a construct creature. 
  Brightmatter: Sticky phosphorescent mass sheds light 
  where it's attached. 
  Contingent Light Healing: Target that takes 4 or 
  more damage instantly heals 1d8 hit points. 
  Curse of Prevarication: Subject cannot tell the truth.  
  Damage Loins: Target takes 3d6 bludgeoning damage 
  and becomes incapacitated. 
  Deathchant: Chanting saps the life from living 
  creatures. 
  Delude Divination: Divination attempts against target 
  may fail and produce random results. 
  Dimension Hop: You, touched objects, and your 
  familiar or companion teleport to any spot within 50 feet. 
  Disguise Wounds: You cause the subject to appear 
  resilient to various forms of damage. 
  Distortion Field: Grants total concealment against 
  blindsight. 
  Euphoria: Gain advantage against a target for social 
  rolls and target suffers a -2 penalty on saves against your 
  enchantment spells. (bonus action) 
  Exhaustion: Target gains levels of exhaustion.  
  Expeditious Charge: You temporarily are faster and 
  more agile. (bonus action or reaction) 
  Fit of Pique: Force target to attack its ally.  
  Flexarmor: You increase the dexterity bonus to armor 
  class, remove any penalties to stealth, and gain 
  proficiency with the armor for a short time. 
  Frigid Slowness: Causes 5d4 cold damage and 
  prevents the target from taking all its actions. 
  Hesitate: Several subjects go last in the initiative order 
  and do not take their first attacks of opportunity each 
  round. 
  Insomnia: Subject is unable to sleep, suffers from 
  fatigue and is unable to heal naturally. 
  Lifechant: Your chanting renews living creatures in an 
  area.  
  Memory Crystal: Permanently store a memory in a 
  crystal or gem. 
  Mute: Subject cannot produce sounds from its mouth.  
  Nightsnare: You cause a very deep, very short sleep to 
  fall upon a target. 
  
   
  2 
   
  Oathbind: Willing participants immediately gain 
  awareness that another party has violated the terms of a 
  written contract. 
  Obscure Text: Magical or mundane writing appears 
  illegible. 
  Scout's Hike: Target receives +1 to Dex attacks, 
  advantage on Dex skills, and doubles its base land speed.  
  Shadow Sentry: A shadowy warrior guards, patrols  or 
  attacks on your command. 
  Silent Ray: You emit a beam of supersonic vibrations 
  causing 3d8 thunder damage to one target. (bonus 
  action) 
  Torn Muscle: One living creature has disadvantage on 
  attacks, skills and ability checks and all attacks against 
  the creature have advantage until it is healed. 
  Vertigo: You cause creatures to become dizzy to the 
  point of being sickened and perhaps fall prone. 
   
   
  2nd-Level Cleric Spells 
  Angry Wound: Touch deals 2d8 necrotic and 1d8 
  necrotic damage each round after. (bonus action) 
  Augment Poison: Changes a poison's DC, makes the 
  subject save with disadvantage, and adds to damage.  
  Bear's Curse: Subject suffers a -4 or -2 circumstance 
  penalty to Constitution saves and checks and a loss of 
  maximum hit points. 
  Break Object: Inflicts damage on a single object or 
  damages a construct creature. 
  Brightmatter: Sticky phosphorescent mass sheds light 
  where it's attached. 
  Bull's Curse: Subject suffers a -4 or-2 circumstance 
  penalty to Strength checks and saves and disadvantage on 
  Strength attacks. 
  Cat's Curse: Subject suffers a -4 or-2 circumstance 
  penalty to Dexterity checks and saves and disadvantage 
  on Dexterity attacks. 
  Code Skill: Gives a construct proficiency in a single skill.  
  Contingent Light Healing: Target that takes 4 or 
  more damage instantly heals 1d8 hit points. 
  Curse of Prevarication: Subject cannot tell the truth. 
  Damage Loins: Target takes 3d6 bludgeoning damages 
  and becomes incapacitated. 
  Destabilize Magic: All saves in an area are made with 
  disadvantage. 
  Eagle's Curse: Subject suffers a -4 or-2 circumstance 
  penalty to Charisma checks and saves and disadvantage 
  on Charisma-based spell attacks. 
  Envenomed Skin: The caster's skin becomes mottled 
  with poison-filled pustules that can burst in a 5 foot 
  radius. 
  Flexarmor: You increase the dexterity bonus to armor 
  class, remove the any penalties to stealth, and gain 
  proficiency with the armor for a short time. 
  Fool's Luck: Touched creature is briefly luckier against 
  traps, hazards, and poisons. 
  Fox's Curse: Subject suffers a -4 or-2 circumstance 
  penalty 
  to 
  Intelligence 
  checks 
  and 
  saves 
  and 
  disadvantage on Intelligence-based spell attacks. 
  Future’s Boon: Touched creature’s luck increases 
  against one roll of its choice. 
  Hex of Chaos: Target suffers a random curse every 
  round. 
  Nightsnare: You cause a very deep, very short sleep to 
  fall upon a target. 
  Oathbind: Willing participants immediately gain 
  awareness that another party has violated the terms of a 
  written contract. 
  Owl's Curse: Subject suffers a -4 or-2 circumstance 
  penalty to Wisdom checks and saves and disadvantage on 
  Wisdom-based spell attacks. 
  Program Feat: Gives one construct the benefits of a 
  single feat. 
  Shooting Star: You cause a fiery stone to fall from the 
  sky doing 3d6 bludgeoning and 3d6 fire damage to a 
  single target. 
  Shunt: Place target into the Ethereal Plane for 1 round. 
  Thief 
  Ward: 
  Dexterity(sleight 
  of 
  hand) 
  and 
  Dexterity(stealth) checks are made at disadvantage. 
  Web Shelter: You create a small but relatively secure 
  shelter out of sticky webs. 
  Weltering Wave: You cause chaotic energies to shake 
  and disorient targets. 
   
  2nd-Level Druid Spells 
  Arboreal Archer: You grant intelligence to a plant, 
  enabling it to hurl missiles at a designated  target. 
  Augment Poison: Changes a poison's DC, makes the 
  subject save with disadvantage, and adds to damage.  
  Break Object: Inflicts damage on a single object or 
  damages a construct creature. 
  Brightmatter: Sticky phosphorescent mass sheds light 
  where it's attached. 
  Chilling Mist: Icy vapor grants concealment and deals 
  1d6 cold damage per round.   
  Contingent Light Healing: Target that takes 4 or 
  more damage instantly heals 1d8 hit points. 
  Dire Form: Animals or magical beasts become feral and 
  more powerful. 
  Dust Wall: Curtain of airborne dust grants half cover, 
  blinds living creatures. 
  Earthmaw: Gaping maw in the ground bites to grapple 
  and swallow any creature in its space. 
  Earthskin: Gain damage resistance against magic 
  weapons until discharged. 
  Envenomed Skin: The caster's skin becomes mottled 
  with poison-filled pustules that can burst in a 5 foot 
  radius. 
  Flexarmor: You increase the dexterity bonus to armor 
  class, remove the any penalties to stealth, and gain 
  proficiency with the armor for a short time. 
  Fool's Luck: Touched creature is briefly luckier against 
  traps, hazards, and poisons. 
  Luckwing: Summons a 1 foot long butterfly; caster can 
  see, hear, and feel everything the butterfly does.  
  Mire of Stone and Earth: Earth entangle foes.  
  Nauseating Pollen: You conjure a cloud of pollen that 
  inflicts the poisoned condition and prevents actions. 
  
   
  3 
   
  Ride Winds: Fall safely, levitate, or fly by floating on the 
  air. 
  Rolling Boulder: Boulder moves through battlefield 
  knocking creatures prone, dealing 3d6 bludgeoning 
  damage. 
  Scout's Hike: Target receives +1 to Dex attacks, 
  advantage on dex skills, and doubles its base land speed. 
  Shooting Star: You cause a fiery stone to fall from the 
  sky doing 3d6 bludgeoning and 3d6 fire damage to a 
  single target. 
  Slime Harden: You cause the outer surface of an ooze 
  to harden, negating its special abilities. (bonus action) 
  Stoneburst: Thrown object explodes for 5d4 fire 
  damage. (bonus action) 
  Stonefist: Stony shell encases your hand, grants 
  bonuses on unarmed strikes. (bonus action) 
  Storm Cellar: You create an extradimensional space in 
  the ground. 
  Water Jet: High-pressure water extinguishes fires, 
  deals 3d6 bludgeoning damage, can knock creatures 
  back. 
  Web Shelter: You create a small but relatively secure 
  shelter out of sticky webs. 
  Wildheart: Target gains physical ability and speed 
  bonuses. 
    
  2nd-Level Paladin Spells 
  Confront Outsider: You reveal the presence of an 
  outsider and possibly learn its name. 
  Contingent Light Healing: Target that takes 4 or 
  more damage instantly heals 1d8 hit points. 
  Coward's Bane: You gain a bonus to attack and damage 
  against dishonorable foes. 
  Flexarmor: You increase the dexterity bonus to armor 
  class, remove any penalties to stealth, and gain 
  proficiency with the armor for a short time. 
  Fool's Luck: Touched creature is briefly luckier against 
  traps, hazards, poisons. 
  Intercept Attack: You suffer all damage meant for an 
  adjacent ally. (no action) 
  Peace Bonding: Creatures within an area must 
  sheathe, and may not unsheathe, their weapons.  
  Righteous Armor: You store in or summon your armor 
  from an extradimensional space. (bonus action or 
  reaction)  
  Stand Your Ground: You gain advantage to avoid 
  being being grappled, escape a grapple, be moved, 
  charmed, frightened, restrained, or be knocked prone 
  until you move. (bonus action) 
  Take My Hand: You prevent an adjacent ally from 
  falling. (reaction) 
  Thief 
  Ward: 
  Dexterity(sleight 
  of 
  hand) 
  and 
  Dexterity(stealth) checks are made at disadvantage. 
  To The Rescue: You and your mount exchange places 
  with a helpless creature. (reaction)  
  Unseen Guardian: Creates magical sensor that alerts 
  you to danger. 
  Utter Determination: For 5 rounds you ignore the 
  dead, dying, exhaustion, and/or 
  unconscious conditions. 
   
  2nd-Level Ranger Spells 
  Arboreal Archer: You grant intelligence to a plant, 
  enabling it to hurl missiles at a designated target. 
  Augment Poison: Changes a poison's DC, makes the 
  subject save with disadvantage, and adds to damage.  
  Contingent Light Healing: Target that takes 4 or 
  more damage instantly heals 1d8 hit points. 
  Dire Form: Animals or magical beasts become feral and 
  more powerful. 
  Dust Wall: Curtain of airborne dust grants half cover, 
  blinds living creatures. 
  Envenomed Skin: The caster's skin becomes mottled 
  with poison-filled pustules that can burst in a 5 foot 
  radius. 
  Flexarmor: You increase the dexterity bonus to armor 
  class, remove any penalties to stealth, and gain 
  proficiency with the armor for a short time. 
  Fool's Luck: Touched creature is briefly luckier against 
  traps, hazards, poisons. 
  Luckwing: Summons a 1 foot long butterfly; caster can 
  see, hear, and feel everything the butterfly does.  
  Mire of Stone and Earth: Earth entangles foes.  
  Nauseating Pollen: You conjure a cloud of pollen that 
  inflicts the poisoned condition and prevents actions. 
  Scout's Hike: Target receives +1 to Dex attacks, 
  advantage on dex skills, and doubles its base land speed. 
  Unseen Guardian: Creates magical sensor that alerts 
  you to danger. 
  Web Shelter: You create a small but relatively secure 
  shelter out of sticky webs. 
  Wildheart: Target gains physical ability and speed 
  bonuses.  
   
  2nd-Level Warlock Spells 
  Angry Wound: Touch deals 2d8 necrotic and 1d8 
  necrotic damage each round after. (bonus action) 
  Bear's Curse: Subject suffers a -4 or -2 circumstance 
  penalty to Constitution saves and checks and a loss of 
  maximum hit points. 
  Bull's Curse: Subject suffers a -4 or-2 circumstance 
  penalty to Strength checks and saves and disadvantage on 
  Strength attacks. 
  Cat's Curse: Subject suffers a -4 or-2 circumstance 
  penalty to Dexterity checks and saves and disadvantage 
  on Dexterity attacks. 
  Curse of Prevarication: Subject cannot tell the truth. 
  Damage Loins: Target takes 3d6 bludgeoning damages 
  and becomes incapacitated. 
  Distortion Field: Grants total concealment against 
  blindsight. 
  Eagle's Curse: Subject suffers a -4 or-2 circumstance 
  penalty to Charisma checks and saves and disadvantage 
  on Charisma-based spell attacks. 
  Envenomed Skin: The caster's skin becomes mottled 
  with poison-filled pustules that can burst in a 5 foot 
  radius. 
  Exhaustion: Target becomes exhausted.  
  Fit of Pique: Force target to attack its ally.  
  
   
  4 
   
  Fox's Curse: Subject suffers a -4 or-2 circumstance 
  penalty 
  to 
  Intelligence 
  checks 
  and 
  saves 
  and 
  disadvantage on Intelligence-based spell attacks. 
  Hex of Chaos: Target suffers a random curse every 
  round. 
  Insomnia: Subject is unable to sleep, suffers from 
  fatigue and is unable to heal naturally. 
  Languor: Melee spell attack reduces the maximum hit 
  points, spells, and attack proficiency for one hour on one 
  target. 
  Mute: Subject cannot produce sounds from its mouth.  
  Oathbind: Willing participants immediately gain 
  awareness that another party has violated the terms of a 
  written contract. 
  Owl's Curse: Subject suffers a -4 or-2 circumstance 
  penalty to Wisdom checks and saves and disadvantage on 
  Wisdom-based spell attacks. 
  Phantasmal Foe: Fearsome illusion inflicts frightened 
  or disadvantage on subject. 
  Phantom Familiar: You alter the appearance of your 
  familiar. 
  Shadow Ribbons: You fire three rays as ranged spell 
  attack that inflict the grappled condition. 
  Shooting Star: You cause a fiery stone to fall from the 
  sky, doing 3d6 bludgeoning and 3d6 fire damage to a 
  single target. 
  Thief 
  Ward: 
  Dexterity(sleight 
  of 
  hand) 
  and 
  Dexterity(stealth) checks are made at disadvantage. 
  Torn Muscle: One living creature has disadvantage on 
  attacks, skills and ability checks and all attacks against 
  the creature have advantage until it is healed.  
  True Casting: The save DC of your spells improves 
  consecutively until your target fails a save. (bonus action) 
  Utter Failure: Target takes -10 on next attack roll, 
  automatically misses covered or concealed targets. 
  2nd-Level Sorcerer/Wizard Spells 
  Abjuration 
  Arcane Seal, Lesser: Magic seal protects door or other 
  closure, can deal energy damage if broken. 
  Earthskin: Gain damage resistance against magic 
  weapons until discharged. 
  Ice Aegis: Gain deflection bonus and fire immunity.  
  Shift Aim: Target becomes difficult to successfully 
  target with ranged attacks and spell attacks cast at range. 
  Thief 
  Ward: 
  Dexterity(sleight 
  of 
  hand) 
  and 
  Dexterity(stealth) checks are made at disadvantage. 
    
  Conjuration 
  Amber Globes: Up to three globes of energy deal 1d6 
  lightning damage each as ranged and area  weapon, or 
  can be detonated remotely. 
  Brightmatter: Sticky phosphorescent mass sheds light 
  where it's attached. 
  Chaotic Bolt: One energy bolt causes 5d4 damage of 
  random energy type; the spell continues over several 
  rounds. 
  Chilling Mist: Icy vapor grants concealment and deals 
  1d6 cold damage per round.  
  Dimension Hop: You, touched objects, and your 
  familiar or companion teleport to any spot within 50 feet. 
  Guardian Beast: Absorbs 6d6 damage from one attack. 
  Shooting Star: You cause a fiery stone to fall from the 
  sky, doing 3d6 bludgeoning and 3d6 fire damage to a 
  single target. 
  Shunt: Place target into the Ethereal Plane for 1 round. 
  Support Beam: You instantly conjure a cluster of 
  pillars that temporarily supports a collapsing ceiling. 
  (reaction) 
    
  Divination 
  Examine Coffin: Allows the caster to probe the 
  contents of a sealed coffin. 
  Memory Crystal: Permanently store a memory in a 
  crystal or gem. 
  Oathbind: Willing participants immediately gain 
  awareness that another party has violated the terms of a 
  written contract. 
  Speak with Objects: You communicate telepathically 
  with manufactured objects. 
  True Casting: The save DC of your spells improves 
  consecutively until your target fails a save. (bonus action) 
    
  Enchantment 
  Curse of Prevarication: Subject cannot tell the truth. 
  Fit of Pique: Force target to attack its ally.  
  Hesitate: Several subjects go last in the initiative order 
  and do not take their first attacks of opportunity each 
  round. 
  Insomnia: Subject is unable to sleep, suffers from 
  fatigue and is unable to heal naturally. 
  Utter Failure: Target takes -10 on next attack roll, 
  automatically misses covered or concealed targets. 
    
  Evocation 
  Distortion Field: Grants total concealment against 
  blindsight. 
  Dust Wall: Curtain of airborne dust grants half cover, 
  blinds living creatures. 
  Force Club: You create a club made of force energy. 
  Reciprocity: You significantly damage another, but 
  take half of that damage yourself. 
  Rolling Boulder: Boulder moves through battlefield 
  knocking creatures prone, dealing 3d6 bludgeoning 
  damage. 
  Staffstrike, Lesser: Shockwaves from your staff deal 
  bludgeoning and thunder damage and deafen creatures 
  when you slam your staff. 
  Stonefist: Stony shell encases your hand, grants 
  bonuses on unarmed strikes. (bonus action) 
  Subduing Ray: You shoot up to 2 rays of nonlethal force 
  causing 2d6 force damage each. 
  Water Jet: High-pressure water extinguishes fires, 
  deals 3d6 bludgeoning damage, can knock creatures 
  back. 
    
  
   
  5 
   
  Illusion 
  Delude Divination: Divination attempts against target 
  may fail and produce random results. 
  Disguise Wounds: You cause the subject to appear 
  resilient to various forms of damage. 
  Obscure Text: Magical or mundane writing appears 
  illegible. 
  Phantasmal Foe: Fearsome illusion inflicts frightened 
  or disadvantage on subject. 
  Phantasmal Pit: Fearsome illusion inflicts prone 
  and/or stunned condition on subject. 
  Phantasmal Swarm: Fearsome illusion causes the 
  subject to lose its ability to perform reactions and only 
  may only move on its turn. 
  Phantom Familiar: You alter the appearance of your 
  familiar. 
  Shadow Ribbons: You fire three rays as ranged spell 
  attack that inflict the grappled condition.  
  Shadow Sentry: A shadowy warrior guards, patrols or 
  attacks on your command. 
  Vertigo: You cause creatures to become dizzy to the 
  point of being sickened and perhaps fall prone. 
  Wall of Shadow: Wall blocks line of sight and is 
  considered opaque; passing through the wall grapples the 
  subjects. 
    
  Necromancy 
  Angry Wound: Touch deals 2d8 necrotic and 1d8 
  necrotic damage each round after. (bonus action) 
  Bear's Curse: Subject suffers a -4 or -2 circumstance 
  penalty to Constitution saves and checks and a loss of 
  maximum hit points. 
  Bull's Curse: Subject suffers a -4 or-2 circumstance 
  penalty to Strength checks and saves and disadvantage on 
  Strength attacks. 
  Cat's Curse: Subject suffers a -4 or-2 circumstance 
  penalty to Dexterity checks and saves and disadvantage 
  on Dexterity attacks. 
  Damage Loins: Target takes 3d6 bludgeoning damages 
  and becomes incapacitated. 
  Eagle's Curse: Subject suffers a -4 or-2 circumstance 
  penalty to Charisma checks and saves and disadvantage 
  on Charisma-based spell attacks. 
  Exhaustion: Target becomes exhausted.  
  Fox's Curse: Subject suffers a -4 or-2 circumstance 
  penalty 
  to 
  Intelligence 
  checks 
  and 
  saves 
  and 
  disadvantage on Intelligence-based spell attacks. 
  Frigid Slowness: Causes 5d4 cold damage and 
  prevents the target from taking all its actions. 
  Hex of Chaos: Target suffers a random curse every 
  round.  
  Languor: Melee spell attack reduces the maximum hit 
  points, spells, and attack proficiency for one hour on one 
  target. 
  Mute: Subject cannot produce sounds from its mouth. 
   
  Dire Form 
   
   Necrophage: Pale yellow slime devours the flesh of a 
  corpse or undead target. 
  Owl's Curse: Subject suffers a -4 or-2 circumstance 
  penalty to Wisdom checks and saves and disadvantage on 
  Wisdom-based spell attacks. 
  Torn Muscle: One living creature has disadvantage on 
  attacks, skills and ability checks and all attacks against 
  the creature have advantage until it is healed. 
    
  Transmutation 
  Augment Poison: Changes a poison's DC, makes the 
  subject save with disadvantage, and adds to damage.  
  Break Object: Inflicts damage on a single object or 
  damages a construct creature. 
  Code Skill: Gives a construct proficiency in a single skill.  
  Dire Form: Animals or magical beasts become feral and 
  more powerful. 
  Earthmaw: Gaping maw in the ground bites to grapple 
  and swallow any creature in its space. 
  Envenomed Skin: The caster's skin becomes mottled 
  with poison-filled pustules that can burst in a 5 foot 
  radius. 
  Expeditious Charge: You temporarily are faster and 
  more agile. 
  Exploding Critical: A weapon's critical hits deal 
  additional force damage. 
  Fall Up: You reverse gravity for yourself.  
  Flexarmor: You increase the dexterity bonus to armor 
  class, remove any penalties to stealth, and gain 
  proficiency with the armor for a short time. 
  Fool's Luck: Touched creature is briefly luckier against 
  traps, hazards, and poisons. 
  Giant Boulder: Magical stones are hurled and strike 
  targets as boulders. 
  Program Feat: Gives one construct the benefits of a 
  single feat. 
  Ride Winds: Fall safely, levitate, or fly by floating on the 
  air. 
  Scout's Hike: Target receives +1 to Dex attacks, 
  advantage on Dex skills, and doubles its base land speed. 
  
   
  6 
   
  Spell Descriptions 
   
  Amber Globes 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S,M (one amber bead per globe) 
  Duration: instantaneous 
  You create up to three globes of electricity energy about 
  the size of acorns, which can be hurled at targets by you 
  or another creature, or can be detonated on command. 
  Each globe is a ranged weapon with a range increment of 
  30/60 feet, and requires a ranged spell attack to hit.  Each 
  globe is capable of dealing 2d4 lightning damage to the 
  primary target. Each globe also hits adjacent engaged 
  creatures for 1d6 lightning damage. You can hurl globes 
  singly or as multiple attacks. Throwing any number of 
  globes is an attack action that can be made as part of 
  casting the spell. Globes not thrown during the round in 
  which you cast the spell can be held for throwing in a 
  subsequent round, or can be handed to other characters 
  as an action. Each globe explodes upon striking any hard 
  surface, and in addition to dealing its regular lightning 
  damage to the target, deals 1d6 lightning damage per 
  globe to all adjacent, engaged creatures. Creatures within 
  this splash area that make a successful Dexterity saving 
  throw take only half this damage, but creatures struck 
  directly are not allowed a saving throw against the globe's 
  primary damage. 
  Alternatively, you can gently toss or place a globe within 
  5 feet of you so that it does not explode on contact. Once 
  in place, you can cause one or more globes to detonate by 
  speaking a command word as an action if you are within 
  200 feet. When it detonates, the globe deals 2d4 lightning 
  damage to all targets within a 5-foot radius. Creatures in 
  the area 
  that make a successful Dexterity saving throw take only 
  half damage. 
      At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, you are able to conjure another globe for 
  each spell slot above 2nd. 
   
  Angry Wounds 
  2nd-level necromancy 
  Casting Time: 1 bonus action 
  Range: Touch 
  Components: V, S, M (a piece of broken glass) 
  Duration: Concentration, up to 10 rounds 
  Upon concluding the dreadful incantation, you become 
  fueled with awful power; your touch causes flesh to burst 
  and weep freely. With a melee spell attack, you open an 
  ugly wound on a living creature, dealing 2d8 necrotic 
  damage. Each round thereafter, the target must succeed 
  on a Constitution saving throw or take an additional 1d8 
  necrotic damage as its flesh bursts and suppurates. If the 
  target succeeds on two consecutive saves, the effect ends. 
   
  Arboreal Archer 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  You imbue limited intelligence to one non-sentient tree 
  or shrub no less than 20 feet tall, allowing you to 
  telepathically communicate simple instructions to the 
  tree. On your command, the tree pulls back its branches 
  and fires a volley of acorns, branches, or other debris at 
  any target that you designate. The tree receives one 
  ranged attack per round and uses your spellcasting attack 
  bonus for its attack roll. Its attack deals 1d8 + your 
  spellcasting ability modifier piercing and bludgeoning 
  damage and has a range increment of 30/60 feet. The tree 
  is immobile, has an AC of 16, and 30 hit points. The tree 
  is incapable of defending itself; it only attacks when 
  directed as a bonus action on each of your turns. 
   
  Arcane Seal, Lesser 
  2nd-level abjuration 
  Casting Time: 1 minute 
  Range: touch 
  Components: V, S, M (sealing wax, gem dust worth 
  25gp) 
  Duration:Permanent until discharged 
  You create a magic seal that bears your visible arcane 
  mark (and though you do not have to cast arcane mark 
  to cast lesser arcane seal, it must be a spell you know). 
  The seal you create resembles the wax seal one sees on 
  letters and documents, and can measure from 1 to 6 
  inches across. 
  A lesser arcane seal is exceedingly tough, having a AC of 
  20 and 60 hit points. When placed on a door or other 
  closure (a chest, window, and so forth), the lesser arcane 
  seal grants the portal a +5 bonus to AC. The seal is 
  unaffected by knock spells unless the caster makes a DC 
  15 spellcasting + proficiency check. Any character can 
  break the seal with a DC 20 Dexterity check. At your 
  option, you can also imbue  
  
   
  7 
   
   
   
  Augment Poison 
   
  the seal with magical energy so that any creature breaking 
  it takes 1d8 acid, cold, lightning, fire, or thunder damage. 
  Each kind of damaging seal also has a particular effect: 
   
  • 
  Acid: A lesser acid seal leaves a patch of acid on the 
  victim if it fails a Dexterity saving throw, dealing 1 
  point of continuing acid damage each round for 1d4 
  rounds. The affected creature can make another 
  Dexterity save as a full-round action to neutralize the 
  acid (assuming no other means to do so is available). 
  • 
  Cold: A lesser cold seal slows the victim (as the spell) 
  for 1d4 rounds on a failed Constitution saving throw. 
  • 
  Electricity: A lesser electricity seal leaves the victim 
  stunned for 1 round on a failed Constitution saving 
  throw. 
  • 
  Fire: A lesser fire seal causes the victim to have 
  disadvantage on attacks, checks, and saving throws 
  for 1d4 rounds on a failed Dexterity saving throw. 
  • 
  Sonic: A lesser sonic seal produces an audible wail 
  for 1 round when broken, audible to anyone within 
  60 feet.  Reduce the distance by 10 feet for each 
  interposing closed door and by 20 feet for each 
  substantial interposing wall, then triple the result for 
  quiet conditions (to a maximum of 180 feet).  
   
  When you add a damaging effect to the seal, you must add 
  additional runes to the seal. Anyone can read these runes 
  and 
  discover 
  the 
  seal's 
  effect 
  with 
  a 
  DC 
  12 
  Intelligence(arcana) check. 
  You can disable a lesser arcane seal simply by touching it 
  and using a standard action to dismiss the spell. At the 
  time you create the seal, you can specify a password or 
  phrase that allows other creatures to break the seal with 
  no difficulty, and without triggering any damaging 
  effects. 
   
  Augment Poison 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 60 minutes 
  This spell makes poison more potent and toxic. Any dose 
  of poison affected by the spell has its Constitution saving 
  throw changed to the spell caster’s spell save DC and 
  imposes disadvantage on any saving throw to avoid or 
  end the poison's effects. Furthermore, any damage 
  caused by the poison does extra damage equal to the spell 
  caster’s spell casting ability modifier and its duration is 
  increased by 1 round.  
  If the duration of the spell expires, the augmented effect 
  ends immediately. 
  This spell only affects discrete doses of poison, though 
  they may already be placed on a weapon, trap, or other 
  item. Thus, if the spell were cast on a 10-gallon vat of 
  wyvern poison, it would have no effect. 
  A dose of poison under the effect of this spell is 
  considered a magically modified poison and does radiate 
  magic. 
  
   
  8 
   
   
  Bear’s Curse 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M(bear hair) 
  Duration: 1 hour, removed, or save 
  You place a curse on the subject, and the target must 
  make a Constitution saving throw.  On a success, the spell 
  fails.  However, if the target fails the Constitution saving 
  throw, you impose a -4 penalty to Constitution saves and 
  checks and the target loses 2 hit points per hit die from 
  their maximum hit points.  At the end of the target’s turn, 
  the target may make a Constitution saving throw.  Upon 
  a successful save, this penalty is reduced to -2 and the 
  target now only loses 1 hit point per hit die from their 
  maximum.   After a third successful Constitution save, the 
  penalty is eliminated, and the target regain their normal 
  hit point maximum. 
  The curse bestowed by this spell cannot be dispelled, but 
  it can be removed with an enhance ability(bear's 
  endurance), greater restoration, limited wish, miracle, 
  remove curse, or wish spell. 
      At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, you may target one additional target for 
  each spell slot above 2nd. 
   
  Beguile 
  2nd-level enchantment 
  Casting Time: 1 bonus action 
  Range: 50 feet 
  Components: V 
  Duration: Concentration, up to 1 minute 
  Choose a target in range.  That target makes a Wisdom 
  Saving throw.  On a failure, you cloud the mind of the 
  target creature, making it more susceptible to charms and 
  illusions. The subject has disadvantage on all saving 
  throws against enchantment and illusion spells and 
  Wisdom(perception) checks. 
   
  Break Object 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S 
  Duration: Instantaneous 
  This spell damages objects, reducing the object's hit point 
  total to one hit point below half its maximum hit point 
  total (the object cannot be repaired or gain hit points 
  using this spell). Magic items can be  
   
   
  Brightmatter 
   
  targeted by this spell.  If the object is held or magical, the 
  wielder or object itself must make a Charisma saving 
  throw.  If the object is not attained, then the damage 
  happens instantaneously. 
  This spell also deals 6d6 bludgeoning damage when cast 
  on a construct creature, but the spell cannot reduce the 
  construct's total hit point total to one hit point below half 
  its maximum hit point total.  Any construct creature 
  targeted by this spell may attempt a Constitution saving 
  throw to negate the damage. When break object is used 
  on a construct creature, the spell bypasses any immunity 
  or resistance to magic or bludgeoning damage. 
   
  Brightmatter 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: 8 hours 
  You create a luminous mass of ectoplasm that generates 
  bright light in a 20-foot radius and Dim light in a 40-foot 
  radius. The mass is sticky and pliable, and can adhere to 
  inanimate objects, walls, ceilings, floors, and so on. You 
  can divide the brightmatter into smaller separate pieces, 
  but doing so reduces the amount of light that each piece 
  sheds. 
   
   
   
   
  
   
  9 
   
  Pieces 
  Bright 
  Dim 
  1 piece 
  20 ft. 
  40 ft. 
  2 pieces 
  15 ft. 
  30 ft. 
  3 pieces 
  10 ft. 
  20 ft. 
  4 pieces 
  5 ft. 
  10 ft. 
  5 pieces 
   
  5 ft. 
    
    
  Brightmatter does not generate heat. 
   
  Bull’s Curse 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V,S, M(bull hair) 
  Duration: 1 hour, removed, or save 
  You place a curse on the subject, and the target must 
  make a Strength saving throw.  On a success, the spell 
  fails.  However, if the target fails the Strength saving 
  throw, you impose a -4 penalty to Strength saves and 
  checks and the target has disadvantage on all Strength-
  based attacks.  At the end of the target’s turn, the target 
  may make a Strength saving throw.  Upon a successful 
  save, this penalty to saves and checks is reduced to -2 and 
  the target now only has -2 to Strength-based attacks.   
  After a third successful Strength save, all penalties are 
  eliminated. 
  The curse bestowed by this spell cannot be dispelled, but 
  it can be removed with a enhance ability(bull’s strength), 
  greater restoration, limited wish, miracle, remove 
  curse, or wish spell. 
      At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, you may target one additional target for 
  each spell slot above 2nd. 
   
  Cat’s Curse 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: touch 
  Components: V,S, M(cat fur) 
  Duration: 1 hour, removed, or save 
  You place a curse on the subject, and the target must 
  make a Dexterity saving throw.  On a success, the spell 
  fails.  However, if the target fails the Dexterity saving 
  throw, you impose a -4 penalty to Dexterity saves and 
  checks and the target has disadvantage on all Dexterity-
  based attacks.  At the end of the target’s turn, the target 
  may make a Dexterity saving throw.  Upon a successful 
  save, this penalty to saves and checks is reduced to -2 and 
  the target now only has -2 to Dexterity-based attacks.   
  After a third successful Dexterity save, all penalties are 
  eliminated. 
  The curse bestowed by this spell cannot be dispelled, but 
  it can be removed with a enhance ability(cat’s grace), 
  greater restoration, limited wish, miracle, remove 
  curse, or wish spell. 
      At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, you may target one additional target for 
  each spell slot above 2nd. 
   
  Chaotic Bolt 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 100 feet 
  Components: V, S, M(A crossbow bolt) 
  Duration: Concentration, up to 10 rounds 
  A bolt of the chaotic energies of creation springs from 
  your hand and speeds to its target. You must succeed on 
  a ranged spell attack to hit your target. The bolt deals 5d4 
  points of damage of a random type. Unless neutralized, 
  the energy lasts for another round (to a maximum of 10 
  additional rounds), creating another bolt that deals 
  another 5d4 points of damage in each round.  You must 
  concentrate on the spell, but do not have to make a new 
  attack roll after the first attack as the damage is 
  automatic. Each round, roll on the chart to determine the 
  damage type. 
    
  d10 
  Energy Type 
  1-2 
  Acid 
  3-4 
  Cold 
  5-6 
  Lightning 
  7-8 
  Fire 
  9-10 
  Thunder 
   
   
  Chilling Mist 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: 1 minute 
  You cause a stationary cloud of icy vapor to rise in a 20-
  foot radius from a point in range. The vapor partially 
  obscures sight, including darkvision, beyond 5 feet, 
  making the area heavily obscured.  In addition, all 
  creatures take 1d6 cold damage each round they remain 
  in the mist. Creatures are entitled to a Constitution saving 
  throw each round to halve the damage. 
  A moderate wind (11+ mph), such as from a gust of wind 
  spell, disperses the mist in 1 round. A fireball, flame 
  strike, or similar spell burns away the fog in the explosive 
  or fiery spell's area. A wall of fire burns away the fog in 
  the area into which it deals damage. This spell does not 
  function underwater. 
   
  Code Skill 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: touch 
  
   
  10 
   
  Components: V, S 
  Duration: 8 hours 
  Code skill gives a construct proficiency in a skill that 
  another creature touched by the caster has when the spell 
  is cast.  The proficiency bonus for the creature is equal to 
  the proficiency bonus of the other creature when the spell 
  is cast.  
   
   
  Confront Outsider 
  2nd-level abjuration 
  Casting Time: 1 bonus action 
  Range: 25 feet radius 
  Components: V, S, M (holy water) 
  Duration: Concentration, up to 1 minute 
  You cause outsiders within range to lose any benefits of 
  concealment 
  and 
  you 
  gain 
  advantage 
  on 
  Wisdom(perception) checks to notice a hidden or 
  disguised outsider. On a failed save, outsiders must 
  reveal their true name, granting you a bonus to attack and 
  damage against evil outsiders equal to your proficiency 
  bonus. 
   
  Contingent Light Healing 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 10 minutes or until discharged 
  You bestow a small blessing on a target creature. 
  Whenever the creature takes 4 or more points of damage, 
  the spell discharges, suffusing the creature with positive 
  energy causing it to regain 1d8 + your spellcasting 
  modifier hit points. If used against undead, you must 
  make a melee spell attack.  If successful, the spell instead 
  deals 2d8 points of additional damage the next time the 
  undead target takes normal damage. A creature may only 
  be under the effect of one contingent healing spell (of any 
  sort) at a time.  This spell counts as a cure wounds for any 
  other class abilities and effects. 
      At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, the healing or damage increases by 1d8 
  for each spell slot above 2nd. 
   
  Coward’s Bane 
  2nd-level abjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You gain a bonus to your attack and damage rolls equal 
  to your proficiency bonus. This opponent must in the 
  current encounter have attempted a dishonorable attack. 
  Dishonorable attacks include all ranged attacks, sneak 
  attacks, ambushes, poison use, subtle magical attacks 
  (subject to GM adjudication), or attempted an attack 
  while you are helpless, surprised, or massively and 
  obviously outclassed (CR is 7 or greater than your current 
  character level). 
   
  Curse of Prevarication 
  2nd-level enchantment 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (tooth of a liar) 
  Duration: 10 days 
  You touch a creature who must make a Charisma saving 
  throw.  On a failure, the victim of this curse is unable to 
  tell the truth. While under its effects, the subject must 
  speak the opposite of any truthful phrases it intended. It 
  can choose not to speak, but nothing it says can be true.  
  Any affected creature magically compelled to tell the 
  truth must make a saving throw with a bonus equal to the 
  difference in levels between curse of prevarication and 
  the other spell.  If the magic effect is from an ability, the 
  subject just makes a new saving throw. 
   
  Damage Loins 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S 
  Duration: Instantaneous 
  You point at a living, non-construct creature in range and 
  perform a vile gesture.  That creature must make a 
  Constitution saving throw, or it is affected with a painful 
  contusion to the groin.  The target takes 3d6 bludgeoning 
  damage, and is stunned.  At the end of each of its turns, it 
  may make a Constitution saving throw to end the stunned 
  condition and gain the poisoned condition.  At the end of 
  each of its rounds, it may make a Constitution saving 
  throw to end the poisoned condition.  
      At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, the damage increases by 1d6 for each spell 
  slot above 2nd. 
   
  Deathchant 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S,M(miniature knife) 
  Duration: Concentration, 10 rounds plus two rounds 
  after 
  Your chanting creates a wave of negative energy that 
  spreads out from you to a 30-foot radius in range, dealing 
  5 points of necrotic damage each round to all living 
  creatures in the area of effect. If a creature makes a 
  successful Constitution saving throw when it enters or 
  
   
  11 
   
  starts its turns in the area, it is immune to the effects of 
  that particular casting of the spell (even if it leaves the 
  area of effect but later enters it again). A creature that 
  fails a save stops taking damage if it leaves the area, but 
  resumes taking damage if it enters again later.  After the 
  caster stops concentrating on the spell, the area continues 
  for two additional rounds. 
  Because undead are powered by negative energy, this 
  spell heals such creatures instead of damaging them 5 hit 
  points. 
   
   
  Delude Divination 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V,S 
  Duration: 24 hours 
  You touch one creature or object as large as a 10-foot 
  cube.  Divinations cast on the target are scrambled, giving 
  random results to effects that detect auras (detect evil, 
  detect magic, discern lies, and the like). If a divination is 
  attempted against the warded creature or item, the caster 
  of the divination must succeed on a Wisdom saving 
  throw.  If successful, the divination works normally for its 
  duration. Otherwise, the divination is nullified, giving 
  random results each minute. 
  For spells that detect presence or absence, there is a 50% 
  chance for either possibility, rolled each minute that the 
  divination is focused on the target. For spells that 
  determine intensity, roll 1d6. 
    
  d6 
  Indicated result 
  1 
  Non-existent 
  2 
  Dim (or Faint if this category does not normally 
  exist for the divination) 
  3 
  Faint 
  4 
  Moderate 
  5 
  Strong 
  6 
  Overwhelming 
   
    
  This spell does not affect other types of divination magic 
  (augury, detect thoughts, clairaudience/clairvoyance,  
  and the like). 
   
  Destabilize Magic 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M (a bottle of wine and 25gp worth 
  of cold-iron dust, all of which must be sprinkled around 
  the area) 
  Duration: 24 hours 
  This spell imbues a 20-foot radius with chaotic energies. 
  All spells and magical abilities within the area are resisted 
  with disadvantage.  Spells or effects without saves are not 
  affected by this spell. 
   
  Dimension Hop 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M (loop of twisted parchment) 
  Duration: Instantaneous 
  You and one unattended object or creature instantly hop 
  from your current location to any other spot within range. 
  If the spot you choose is within your line of sight, you 
  arrive there unerringly and can take a move action if you 
  have one available  to you. If your destination is not in 
  line of sight, you must be able to visualize the spot or state 
  the direction and distance to it, but your hop has a 25% 
  chance of a mishap, and you cannot take any further 
  actions until your next turn. No matter what your 
  destination, you can transport only yourself and a 
  maximum 100 lb.  (or your maximum load, whichever is 
  less) of objects you carry or touch. You cannot transport 
  any creature except for your familiar or an animal 
  companion (whose weight counts against your load 
  limit). 
  If you suffer a mishap or arrive in a place already 
  occupied by a solid body, you and any creatures with you 
  take 1d6 points of damage and are shunted to a random 
  open space on a suitable surface within 100 feet of the 
  intended location. If there is no free space within 100 feet, 
  you take an additional 2d6 points of damage and are 
  shunted to a free space within 1,000 feet. If there is no 
  free space within 1,000 feet, you take an additional 4d6 
  points of damage and are shunted to the Astral Plane. 
   
  Dire Form 
  2nd-level Transmutation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M (a hair from a dire creature) 
  Duration: 10 minutes 
  Dire form causes a regular animal or magical beast to 
  change into a more feral, more powerful form. The target 
  animal or magical beast, which must have a challenge 
  rating of less than your level, gains advantage on attacks, 
  advantage on Strength and Constitution skills and saves, 
  and a +2 bonus to armor class. All of the target's natural 
  weapons improve one step.  This spell does not provide 
  you with any additional way of controlling the animals 
  affected, and indeed, it tends to make them more 
  aggressive (it gains a second chance to break any charm 
  or compulsion effects, and creatures have disadvantage 
  on any skill check to control the animal). 
   
  Disguise Wounds 
  2nd-level illusion 
  Casting Time: 1 action 
  
   
  12 
   
  Range: Touch 
  Components: V, S, M (an eyelash encased in gum 
  arabic) 
  Duration: 1 hour 
  The caster of this spell can give to the subject the visual 
  and auditory illusion of any combination of: damage 
  reduction, resistance, immunity to damage, fast healing 
  or regeneration. The nature of the illusion is chosen at the 
  time of casting and cannot be changed. A creature that 
  interacts with the glamour may attempt to disbelieve the 
  illusion by making a Wisdom saving throw. 
   
  Distortion Field 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V 
  Duration: 10 minutes 
  Distortion field constantly emits fluctuating ultrasonic 
  pulses of sound and vibration in a 20-foot radius circle 
  within range designed to confuse creatures that rely upon 
  blindsight to gather sensory information from their 
  immediate 
  vicinity. 
  Such 
  creatures 
  must 
  make 
  Wisdom(perception) checks to pinpoint the location of 
  any creature within its blindsight range. Any opponent 
  the creature cannot see is considered totally obscured, 
  and the creature is considered to have the blinded 
  condition against these foes.  Creatures with blindsight  
  affected by distortion field are affected by visibility 
  conditions and will be impacted accordingly (such as not 
  being able to navigate reliably in the dark, etc.).  If the 
  creature has another mode to observe its surroundings, it 
  may use that method and avoid the distortion field. 
   
  Dust Wall 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V,S,M (a pinch of dirt or sand) 
  Duration: Concentration, up to 1 minute 
  You raise a roiling curtain of airborne dust about a foot 
  thick that can be up to 15 feet high and 60 feet long. Living 
  creatures passing through the wall must make a 
  successful Constitution saving throw or be blinded for 1 
  round. The wall is semi solid and does not block line of 
  sight or line of effect, but provides half cover to anyone 
  behind it. The area containing the wall is difficult terrain. 
  The wall must always stand on the ground, and you can 
  make it twice as long by making it half as high. As a move 
  action, you can direct it to move along the ground at up 
  to 20 feet each round. 
   
  Eagle’s Curse 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V,S, M (eagle feather) 
  Duration: 1 hour, removed, or save 
  You place a curse on the subject, and the target must 
  make a Charisma saving throw.  On a success, the spell 
  fails.  However, if the target fails the Charisma saving 
  throw, you impose a -4 penalty to Charisma saves and 
  checks and the target has disadvantage on all Charisma-
  based spell attacks.  At the end of the target’s turn, the 
  target may make a Charisma saving throw.  Upon a 
  successful save, this penalty to saves and checks is 
  reduced to -2 and the target now only has -2 to Charisma-
  based spell attacks.   After a third successful Charisma 
  save, all penalties are eliminated. 
  The curse bestowed by this spell cannot be dispelled, but 
  it can be removed with a enhance ability(eagle’s 
  splendor), greater restoration, limited wish, miracle, 
  remove curse, or wish spell. 
      At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, you may target one additional target for 
  each spell slot above 2nd. 
   
  Earthmaw 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V,S,M (a pinch of dirt or sand) 
  Duration: Concentration, up to 1 minute 
  You transmute a section of the ground into a gaping maw. 
  The spell affects normal earth, such as sand, clay, or 
  stone, but not wood or metal. The maw tries to bite any 
  creature standing on or stepping into the square where 
  you create it (including you or your allies), attacking 
  using your spell attack modifier. It automatically grabs 
  the target of a successful attack.  If the maw successfully 
  bites and grabs a target, it deals 1d6 + your spellcasting 
  ability modifier bludgeoning damage. 
  The maw can grab or hold only one creature at a time, but 
  if a creature starts its turn grabbed by the maw, the maw 
  automatically deals damage as above and makes a new 
  attack.  If it succeeds with a second attack against a 
  Medium or smaller creature, the maw swallows it, dealing 
  another 1d6 bludgeoning damage. There is no air inside 
  the maw, and a swallowed creature also automatically 
  takes 1d6 bludgeoning damage each round until the spell 
  ends or it manages to escape. The maw can hold one 
  Medium, two Small, four Tiny, eight Diminutive, or 
  sixteen Fine creatures, and can grapple (but not swallow) 
  other creatures even when it is full. 
  Creatures still in the maw when the spell ends are 
  expelled from the earth, taking 1d6  damage. The maw 
  itself is impervious to damage, but anything that destroys 
  or alters the 5-foot cube of earth ends the spell and frees 
  any creature held inside. 
   
  
   
  13 
   
  Earthskin 
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V,S 
  Duration: 10 min or until discharged 
  The warded creature gains resistance to blows, cuts, 
  stabs, and slashes. The subject gains resistance to 
  nonmagical bludgeoning, piercing, and slashing damage.  
  After earthskin has prevented 20 points of damage, it is 
  discharged. 
     At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, the damage prevented by the spell 
  increases by 10 for each spell slot above 2nd. 
   
  Envenomed Skin 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V,S, M (a frog) 
  Duration: 10 min 
  The caster's skin becomes mottled with violet, poison- 
  filled pustules. Any time the caster suffers physical 
  damage (but not energy damage), one or more of the 
  pustules will rupture, spewing forth a poison. Anyone 
  within 5 feet must make a Dexterity saving throw or be 
  struck by the magically and afflicted by the poison. The 
  save for the poison itself is a Constitution saving throw of 
  the same DC as envenomed skin.  If afflicted, the creature 
  takes 2d6 poison damage at the start of each of its turns 
  and has the poisoned condition.  At the end of each of its 
  turns, the creature makes a Constitution saving throw to 
  end the effect.  No frogs are harmed in the casting of the 
  spell. 
   
  Euphoria 
  2nd-level enchantment 
  Casting Time: 1 bonus action 
  Range: 50 feet 
  Components: V 
  Duration: 1 minute 
  Your voice fills the target with feelings of pleasure and 
  joy.  Choose a target in range to make a Charisma saving 
  throw.   Against any target who fails its save you have 
  advantage on any social interaction roll you make.  In 
  addition, the target takes a -2 penalty on all saving throws 
  against enchantment spells and effects cast by you for the 
  duration of euphoria. Regardless of the success or failure 
  of the save, the target is unaware that a spell has been 
  cast. 
   
  Examine Coffin 
  2nd-level divination 
   
  Earthskin 
   
  Casting Time: 1 action 
  Range: Touch 
  Components: V,S, M(a small glass lens) 
  Duration: 1 minute 
  Examine coffin allows the caster to touch any sealed 
  burial receptacle and see its contents. The spell magically 
  illuminates the coffin's interior, although it does not 
  enable the caster to see through magical darkness or to 
  view the inside of a casket protected by magical means or 
  lead sheeting. Upon touching the coffin, the caster 
  receives a cursory view of the coffin's interior that reveals 
  no hidden objects or precise details. On the subsequent 
  round, the caster may attempt a Wisdom(perception) or 
  Intelligence(investigation) check to locate any objects not 
  in plain view, or gather additional details, but he still 
  cannot see objects concealed by an intervening barrier, 
  such as the body itself or a false bottom.  
  Viewing the coffin's interior in the former manner only 
  requires an action, while conducting a more thorough 
  examination necessitates one minute. The caster may 
  touch and examine multiple coffins until the spell 
  expires. 
   
  Exhaustion 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: 100 feet 
  Components: V 
  Duration: Instantaneous 
  Choose a target in range, and that subject must make a 
  Constitution saving throw.  Any subject who fails this 
  spell gains three levels of exhaustion.  You can not reduce 
  a subject to lower than the third stage of exhaustion with 
  this spell.  Since this spell is instantaneous, the effect 
  cannot be dispelled. Spells that relieve the exhaustion 
  condition will work normally on the subject. 
   
  
   
  14 
   
   
   
  Expeditious Charge 
   
  Expeditious Charge 
  2nd-level transmutation 
  Casting Time: 1 bonus action or reaction 
  Range: Self 
  Components: V,S 
  Duration: 1 round 
  You gain the abilities to move quickly and to better move 
  past enemies. Your base land speed increases by 20 feet. 
  You also gain advantage on Dexterity (acrobatics) and 
  Strength(athletics)  checks, and opportunity attacks 
  against you have disadvantage. 
   
  Exploding Critical 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: S 
  Duration: 1 hour 
  This spell instills the target weapon with a hidden 
  potential. Whenever the weapon deals a successful 
  critical hit, it deals an additional 2d8 force damage. If the 
  weapon has a critical modifier of x3 it instead deals 3d8, 
  and if the modifier is x4 it deals 4d8. Even creatures 
  immune to critical hits suffer this damage. 
   
  Fall Up 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V,S 
  Duration: 10 minutes 
  After casting this spell, gravity reverses for you and all of 
  your equipment. You fall upwards at the normal rate. You 
  continue to fall until the duration ends, or something 
  stops your fall (such as a ceiling, ropes, etc.). You may act 
  normally upside down. Any items that leave your 
  possession are affected by gravity normally, and any item 
  that enters your possession has its gravity reversed. Once 
  the duration of the spell ends, you fall gently at a rate of 
  60 feet for one round and suffer no damage if you reach 
  the ground. After that you fall normally. 
   
  Fit of Pique 
  2nd-level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V,S 
  Duration: 1 round 
  Your words cause your target's face to twist and contort 
  as he turns to vent his wrath on his ally.  Chose a target in 
  range to make a Wisdom saving throw.  If it fails, you 
  force a target to attack its nearest ally. This attack can be 
  of any sort, but it must be an attack that, to the creature's 
  knowledge, deals damage and is the most effective form 
  of attack in the target's arsenal. If the creature has no ally, 
  
   
  15 
   
  or if all its allies are out of attack range, it takes no actions 
  but defends itself normally. 
   
  Flexarmor 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V 
  Duration: 10 minutes 
  Flexarmor causes a single set of armor or a shield to 
  become more malleable and less restrictive. The target's 
  armor bonus from Dexterity increases by 2, and if the 
  armor imposes disadvantage on Dexterity(stealth) 
  checks, that penalty is removed.  If the person is not 
  proficient with the armor, they gain the proficiency with 
  the armor for the duration of the spell. 
      At Higher Levels.  When cast as a 4th level spell, the 
  duration of the spell is for 1 hour instead of 10 minutes. 
   
  Fool’s Luck 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V,S 
  Duration: 10 minutes 
  The transmuted creature becomes luckier with respect to 
  traps and hazards. The spell grants advantage to all saves 
  and checks against traps, hazards, and poisons.  While 
  subject to fool's luck, any damage dealt by traps or 
  hazards is reduced by 5 points. 
   
  Force Club 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V,S 
  Duration: Concentration, up to 10 minutes 
  You create a shimmering club of pure force energy to 
  appear in your hand or in the hand of any one creature 
  you touch. This weapon is wielded as a club for weapon 
  proficiency. It deals 1d6 + the caster’s spellcasting 
  modifier + the wielder's Strength modifier force damage. 
  If the wielder ever relinquishes hold of the club, it 
  dematerializes and cannot be reformed. As this weapon 
  does force damage, this spell can affect ethereal and 
  incorporeal creatures that are normally resistant to 
  weapon damage for full damage. 
   
  Fox’s Curse 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (fox fur) 
  Duration: 1 hour, removed, or save 
  You place a curse on the subject, and the target must 
  make a Intelligence saving throw.  On a success, the spell 
  fails.  However, if the target fails the Intelligence saving 
  throw, you impose a -4 penalty to Intelligence saves and 
  checks and the target has disadvantage on all 
  Intelligence-based spell attacks.  At the end of the target’s 
  turn, the target may make an Intelligence saving throw.  
  Upon a successful save, this penalty to saves and checks 
  is reduced to -2 and the target now only has -2 to 
  Intelligence-based spell attacks.   After a third successful 
  Intelligence save, all penalties are eliminated. 
  The curse bestowed by this spell cannot be dispelled, but 
  it can be removed with a enhance ability(fox’s cunning), 
  greater restoration, limited wish, miracle, remove 
  curse, or wish spell. 
     At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, you may target one additional target for 
  each spell slot above 2nd. 
   
  Frigid Slowness 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V 
  Duration: Instantaneous 
  You call upon the powers of unlife and choose a single 
  target in range to make a Constitution saving throw.  On 
  a failure, the target is dealt 5d4 cold damage and the 
  target can only take a move, action, or bonus action each 
  round for 2d4 rounds.  Treat the reduction in actions as a 
  condition.  At the end of each round, the target may make 
  a new Constitution saving throw to regain all its actions 
  on a turn.  A successful save results in half damage and 
  negates the additional effect. 
      At Higher Levels.  When you cast this at a spell slot 
  of 3rd level or higher, the damage and duration of the 
  condition increased by 1d4 per slot level above 2nd. 
   
  Future’s Boon 
  2nd-level divination 
  Casting Time: 1 action 
  Range: Self 
  Components: V,S 
  Duration: 8 hours or until used 
  Only clerics with the luck domain gain access to this spell. 
  You gain advantage on one check, save, or attack roll and 
  adds your spellcasting modifier to the check. The subject 
  may choose which die roll to affect before or after the roll 
  is made, at which point the spell discharges.  The subject 
  may reroll both dice if an inspiration is spent after the roll 
  as well. You may only be under the effect of one future's 
  boon at a time. 
   
  Giant Boulder 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  
   
  16 
   
  Components: V,S,M (strand of giant hair) 
  Duration: 1 hour or until used 
  With this spell you magically enhance three stones, such 
  that when you throw them, they transform into giant 
  boulders, similar to those hurled by stone giants. You 
  throw these weapons by making a ranged spell attack roll 
  or may make a melee spell attack roll to hit an engaged 
  opponent. These boulders deal 2d6 bludgeoning damage 
  plus your casting ability modifier.  You may throw all the 
  boulders now, or save them for the duration of the spell.  
  But, after the round that these boulder were created, you 
  may only throw one boulder or attack with one boulder 
  as an action.  The boulders have a range increment of 
  60/300 feet. The boulders strike as bludgeoning 
  weapons, rather than spells, and are considered magic 
  weapons for purposes of damage reduction. The stones 
  can be enhanced with spells as though they were 
  projectiles. Once a stone strikes (or misses) its target, the 
  magic within it is discharged, and the stone reverts to 
  normal. 
      At Higher Levels.  When you cast this at a spell slot 
  of 3rd level or higher, the number of stones enhanced is 
  increased by 1 per slot level above 2nd. 
   
   
  Guardian Beast 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V,S,M (the hair of a trained guard 
  animal) 
  Duration: 8 hours or until dispelled 
  You call into existence a vaguely shaped, shadowy beast 
  that stands about knee high. The beast is silent, 
  amorphous in shape, can spread itself out like a cloak or 
  sail to cover a large area, and leap to interpose attacks 
  from above. It places itself between the caster and the 
  most apparent danger, even when threatened by 
  invisible, flanking, or otherwise unseen attackers  you are 
  unaware of, and cannot be fooled or magically contacted. 
  This magical guardian beast blocks damage from the next 
  successful attack made against you, absorbing 6d6 points 
  of damage. No matter how much or how little damage is 
  actually inflicted by the attack, the guardian beast winks 
  out of existence as soon as it prevents damage from one 
  attack, any excess damage is still taken by the caster. The 
  effect also only prevents damage; any additional effects of 
  an attack are not prevented (for example the effect of a 
  vorpal weapon). 
  A guardian beast cannot prevent damage dealt by area 
  effect spells or similar effects. For example, it can prevent 
  damage from a single magic missile but not multiples or 
  from a fireball. 
   
   
   
   
  Guardian Beast 
   
  Hesitate 
  2nd-level enchantment 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V,S,M (a snail) 
  Duration: 1 round 
  Hesitate causes a number of creatures in the area to 
  hesitate and second-guess their actions.  Choose a 
  number of creatures equal to your spell casting bonus all 
  within 30 feet of a point in the range of the spell.  Each 
  creature must make a Wisdom saving throw.  On a 
  failure, an affected creatures go last in the initiative order 
  and ignore the first attack of opportunity they could take 
  in each round. If more than one creature is affected by 
  hesitate their relative initiative order remains the same 
  relative to one another, even though as a group they are 
  moved to the end of the order. 
      At Higher Levels.  When you cast this at a spell slot 
  of 3rd level or higher, the number of subjects is increased 
  by 1 per slot level above 2nd. 
   
  Hex of Chaos 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V,S 
  Duration: 10 rounds or until removed 
   
   
   
  
   
  17 
   
   
   
  d12 
  Effect 
  1 
  Unconscious 
  2 
  Blinded  
  3 
  Stunned 
  4 
  Deafened  
  5 
  shrink (as per reduce) 
  6 
  Charmed 
  7 
  Frightened 
  8 
  Grappled 
  (break 
  free 
  by 
  making 
  a 
  Strength(athletics) 
  or 
  Dexterity(acrobatics) 
  check as an against the DC of this spell. 
  9 
  May only move on its turn ( no actions) 
  10 
  Poisoned  
  11 
  Paralyzed 
  12 
  Disadvantage to Str, Dex, Con, Int, Wis, or Cha 
  checks and  saves (roll 1d6 to determine Ability 
  Score). 
   
  You point at the target and utter a word in the dark 
  tongue.  A target in range must make a Wisdom saving 
  throw.  On a failure, this spell inflicts a new random curse 
  on the target and at the start of its turn each round of the 
  spell’s duration.  At the start of the target’s turn, the target 
  may make another Wisdom saving throw to end the 
  effect.  Roll on the following table to see what the effect of 
  the curse is, until the duration of the spell ends, the target 
  saves, or the spell is discharged via dispel magic, remove 
  curse, greater restoration, wish, miracle.  The target 
  may not have the same condition twice, so reroll if the 
  same curse is selected twice.  The spell ends on the start 
  of the target’s 11th turn under the spell. 
   
  Ice Aegis 
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V,S 
  Duration: 10 minutes or until discharged 
  This spell sheathes you in a thin layer made entirely of 
  ice. This ice radiates no cold and does not harm you, even 
  as it grants you a +3 bonus to AC and fire immunity . 
  Every 10 points of fire damage prevented by the spell 
  reduces the spell's AC bonus by 1. When the AC bonus 
  drops to 0, the spell is discharged. 
   
  Insomnia 
  2nd-level enchantment 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V,S 
  Duration: Until dispelled 
  You steal away a creature's ability to rest or sleep if the 
  target fails a Wisdom saving throw. The target of this 
  spell cannot sleep, accruing penalties for fatigue in 
  addition to being unable to heal naturally. Even creatures 
  such as elves that normally do not sleep are unable to get 
  a proper rest with which to re-energize to gain spells or 
  heal naturally. This spell can be countered by a sleep spell 
  and it can be used to counter a sleep spell or other magical 
  means of inducing sleep. 
   
  Intercept Attack 
  2nd-level abjuration 
  Casting Time: no action or reaction 
  Range: Self 
  Components: V,S 
  Duration: instantaneous 
  If there is an ally within five feet of you, this spell wards 
  the ally and creates a mystic connection so that all of its 
  wounds transfer to you. The ally takes no damage from a 
  singular attack (including those dealt by  special abilities 
  and spells) that deal hit point damage or conditions. The 
  amount of damage not taken by the warded creature is 
  taken by you. Forms of harm that do not deal the  types 
  listed above such as being blown away, charmed, and 
  knocked down conditions and  effects, are not affected. 
   
  Languor 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V,S 
  Duration: instantaneous 
  You cause a black aura of negative energy to form on your 
  hand that suppresses the life force of any living creature 
  you touch. You must make a melee spell attack to hit. If 
  you hit, the subject reduces its maximum hit points by a 
  maximum of one of its hit dice, loses one of its highest 
  level spell slots, and has a -1 to all attacks, checks, and 
  saves for one hour.  This penalty does stack with other 
  effects, but not with itself. 
  Assuming the subject survives, the penalties, spell slot, 
  and maximum hit points are regained after a short rest. 
   
  Lifechant 
  2nd-level conjuration 
  Casting Time: 1 round 
  Range: 50 feet 
  Components: V,S, M (miniature knife) 
  Duration: Concentration, up to 1 minute, + 2 rounds 
  Your chanting creates a wave of positive energy that 
  spreads out from a point in range in a 30-foot radius, 
  curing 5 points of damage each round to all living 
  creatures in the area of effect. Because undead are 
  powered by negative energy, this spell deals such 
  creatures a like amount of damage rather than curing 
  
   
  18 
   
  them. If an undead creature makes a successful Charisma 
  saving throw, it is immune to the effects of that particular 
  casting of the spell (even if it leaves the emanation but 
  later enters it again). Undead that fail their saves stop 
  taking damage if they leave the area, but resume taking 
  damage if they enter it again later. 
   
  Luckwing 
  2nd-level conjuration 
  Casting Time: 1 round 
  Range: 25 feet 
  Components: V,S, M (one dead butterfly) 
  Duration: Concentration, up to 10 minutes 
  Casting this spell creates a one-foot-long obviously 
  magical flying creature (use stats for a stirge except it 
  does not possess its melee attack, scent ability, or its 
  special abilities). This creature is under your complete 
  control, and you are empowered to see, hear, and feel 
  everything the creature does. The creature triggers any 
  traps and suffers any damage a normal stirge would. 
   
  Memory Crystal 
  2nd-level Divination 
  Casting Time: 1 round 
  Range: Touch 
  Components: V,S, M (crystal of gem worth 50 gp) 
  Duration: Until dispelled 
  You store personal memories into a small crystal or gem. 
  The memory must be one that you experienced or saw 
  firsthand (which means you store the memory of hearing 
  a tale told to you that you didn't experience, but not of the 
  tale itself). The stored memory can last no longer than ten 
  minutes. The gem can hold only one memory regardless 
  of length. 
  You can recall the memory at any time. The recalled 
  memory takes the form of a mental picture of the memory 
  viewed in front of you as though literally through your 
  eyes. As a result of this, others near you can also possibly 
  see the memory. In order to recall a memory from a 
  memory crystal that was not created by the person 
  attempting the recall, the character must make a 
  Charisma saving throw with the DC set by the caster of 
  the original memory crystal at its time of creation. 
  The caster of the memory crystal can dispel the memory 
  from the gem at will, making it a normal crystal or gem 
  again (this is a free action). You can put a new memory 
  into the crystal or gem at that time by casting this spell 
  again (this erases the former memory). Others must use 
  a dispel magic spell targeted on the memory crystal in 
  order to destroy the memories stored within. 
   
  Mire of Stone and Earth 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 400 feet 
   
  Luckwing 
   
  Components: V,S 
  Duration: 10 minutes 
  The very earth twists and writhes in a 40-feet radius in 
  range, causing creatures that fail a Dexterity saving throw 
  within the area to be restrained. Creatures that succeed 
  on their save move at only half their base speed in the 
  area. Those that remain in the area must save again at the 
  end of their turn. Creatures that move into the area must 
  save immediately. Those that fail must end their 
  movement and are restrained. Restrained creatures can 
  attempt to break free as a move action, making a 
  Strength(athletics) or Dexterity(acrobatics) check. The 
  DC for this check is equal to the DC of the spell. The entire 
  area of effect is considered difficult terrain while the 
  effect lasts. 
  Creatures with burrow speeds are immune to the effects 
  of mire of stone and earth. 
   
  Mute 
  2nd-level necromancy 
  Casting Time: 1 round 
  Range: 100 feet 
  Components: V,S 
  Duration: Concentration, up to 10 minutes 
  If the target of this spell fails a Constitution saving throw, 
  this spell renders its target incapable of speech. It is not 
  physiological so much as a localized area around the 
  target's mouth (or mouths) from which no sound is able 
  to be emitted. Thus, the target cannot grunt or otherwise 
  
   
  19 
   
  produce verbal sounds of any sort, although it still may 
  make sounds such as walking, snapping fingers, or 
  clapping. This prevents any sort of spellcasting that 
  requires verbal components. 
   
  Nauseating Pollen 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 100 feet 
  Components: V,S, M (ground mica) 
  Duration: 10 rounds 
  A cloud of visible and invisible airborne pollen particles 
  covers everyone and everything in the a 10-foot radius in 
  range.  Any living, breathing creature that enters or starts 
  its turn in the area must make a Constitution saving 
  throw.  On a failure, the creature becomes poisoned and 
  may only move each turn, losing its action and reaction.  
  This lasts until the start of its next turn, but if the creature 
  is still in the area, it must make a new saving throw. 
   
  Necrophage 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: 100 feet 
  Components: V,S, M (a maggot, alive or dead) 
  Duration: 10 rounds 
  You create a pale yellow slime on a solid undead target. 
  The slime begins to devour the target's flesh rapidly, 
  causing 2d6 acid damage per round. An undead creature 
  may attempt a Constitution saving throw in the first 
  round of the spell to reduce all damage caused by the 
  slime by half. The application of one flask of strong 
  alcohol or an attack that deals at least 5 fire damage to the 
  target negates any further damage from the spell. A small 
  or smaller  corpse is destroyed in 1 round, a medium 
  corpse in 2 rounds, a large corpse in 3 rounds; for each 
  size category above large add 2 rounds to the time it takes 
  to destroy it. 
   
  Nightsnare 
  2nd-level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (tiny fruit tart and a feather)  
  Duration: 10 rounds 
  You select a target in range that is humanoid and alive to 
  make a Wisdom saving throw.  If the target fails its saving 
  throw, you spin a web of pale, dreamy light, causing a 
  comatose slumber to come upon the target (which may 
  include causing the subject to fall prone, any damage 
  from which does not awaken the victim if it only falls to 
  its feet; damage from falling from greater heights would 
  awaken the target). A victim of nightsnare is helpless and  
   
   
  Nightsnare 
   
  asleep. Each round at the end of its turn, the subject may 
  attempt a new save to end the effect. Slapping or 
  wounding the target rouses the individual immediately, 
  but normal noise does not. Rousing a sleeper with slaps 
  or wounds requires an attack action that does not 
  provoke an attack of opportunity. The sleeper rouses 
  automatically when the duration of nightsnare ends. 
   
  Oathbind 
  2nd-level divination 
  Casting Time: 1 round 
  Range: See text 
  Components: V, S, M (a drop of each participant's 
  blood)  
  Duration: Until Dispelled 
  Whenever two or more parties enter into a binding, 
  written contract, this spell enables all of the parties to 
  instantaneously become aware of a breach in that 
  contract as long as the offender and the affected parties 
  are on the same plane of existence. The spell only affects 
  willing participants that have signed the contract and is 
  typically 
  employed 
  as 
  a 
  means 
  of 
  ensuring 
  trustworthiness rather than enforcing the terms of the 
  contract. At the time of the casting, all of the willing 
  
   
  20 
   
  participants that signed the contract must be within the 
  same enclosed space as the contract. (The exclusion of 
  unwilling participants does not negate the spell.) From 
  that point forward, all of the spell's recipients receive a 
  brief, visual image showing the individual that broke the 
  terms of the contract, and how he violated the terms of 
  the agreement. 
  Alternatively, a recipient can dismiss the spell's effects 
  upon him at any time, although all of the remaining 
  recipients become aware of his action as if he violated the 
  contract. The GM has sole discretion when determining 
  if the spell's conditions have been met and the precise 
  nature of the information provided by the spell. 
   
  Obscure Text 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (gold dust worth 50 gp)  
  Duration: 10 days 
  This spell causes writings, inscriptions, and even magical 
  symbols and glyphs to become temporarily unintelligible. 
  The writing looks normal to the casual viewer, but seems 
  meaningless whenever anyone tries to actively read it. 
  When this spell is applied to nonmagical writing, 
  characters can attempt to piece together the meaning my 
  attempting an Intelligence check equal to the spell save 
  DC of the caster. Placing this spell on magical writing 
  such as a scroll or spellbook increases the DC to decipher 
  by the casters proficiency modifier. 
  Placing this spell on a scribed magical ward does not 
  disrupt the ward's function but might prevent it from 
  being recognized. For example, explosive runes with an 
  obscure text spell applied still detonates when an attempt 
  to read them is made, but the attempt won't reveal the 
  runes' meaning (if any). Likewise, an illusory script with 
  an obscure text spell applied still implants its suggestion 
  in the minds of unauthorized readers. The DC to identify 
  a ward under the effects of obscure script increases an 
  additional amount equal to the spell casters proficiency 
  modifier, but note that placing this spell on a ward 
  triggered by touch activates the ward.  Obscure text is 
  difficult to dispel, causing disadvantage on any checks to 
  dispel. 
   
  Owl’s Curse 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (owl Feather) 
  Duration: 1 hour, removed, or save 
  You place a curse on the subject, and the target must 
  make a Wisdom saving throw.  On a success, the spell 
  fails.  However, if the target fails the Wisdom saving 
  throw, you impose a -4 penalty to Wisdom saves and 
  checks and the target has disadvantage on all Wisdom-
  based spell attacks.  At the end of the target’s turn, the 
  target may make a Wisdom saving throw.  Upon a 
  successful save, this penalty to saves and checks is 
  reduced to -2 and the target now only has -2 to Wisdom-
  based spell attacks.  After a third successful Wisdom save, 
  all penalties are eliminated. 
  The curse bestowed by this spell cannot be dispelled, but 
  it can be removed with an enhance ability(owl’s 
  wisdom), greater restoration, limited wish, miracle, 
  remove curse, or wish spell. 
     At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, you may target one additional target for 
  each spell slot above 2nd. 
   
  Peace Bonding 
  2nd-level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: 10 minutes 
  Creatures within 20 feet of the target space (or those who 
  enter it) sheath or secure their manufactured weapons 
  and can't unsheathe or unsecure them. Each potentially 
  affected creature is allowed a Charisma saving throw to 
  avoid the effects when the spell is cast or when the 
  creature first enters the emanation area. Affected 
  creatures are aware of this enchantment. Therefore, they 
  may choose to prepare unarmed attacks, spells or natural 
  weapons. Creatures who leave the area and or are not in 
  the area are free to use weapons as they choose, such as 
  ranged weapons. 
   
  Phantasmal Foe 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S 
  Duration: 1 round or concentration, up to 10 rounds, 
  see text 
  You create a phantasmal image of an enemy of the subject 
  simply by forming the thoughts of the subject's 
  subconscious mind into something that its conscious 
  mind can visualize: this enemy. Only the spell's subject 
  can see the phantasmal foe. You see only a vague shape. 
  The target first gets a Wisdom saving throw to recognize 
  the image as unreal. If that save fails, the phantasm 
  touches the subject and the subject must succeed on a 
  second Wisdom saving throw or is afflicted with the 
  frightened condition from fear.  At the end of the 
  creature’s turn, the target may make another Wisdom 
  saving throw to disbelieve the creature and act normally 
  next round.  This continues up to 10 rounds Even if the 
  second Wisdom save is successful, the subject has 
  disadvantage for all attacks, checks, and saves for one 
  round. 
  
   
  21 
   
   
   
  Phantasmal Foe 
   
  If the subject of phantasmal foe succeeds in disbelieving 
  and possesses telepathy or is using an item that allows for 
  telepathic communication, the foe can be turned upon 
  you. You must then disbelieve it or become subject to the 
  frightened condition (Wisdom save negates) for one 
  round. 
   
  Phantasmal Pit 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S 
  Duration: 1 round or 10 rounds, see text 
  You create a phantasmal image of a pit simply by forming 
  the thoughts of the subject's subconscious mind into 
  something that its conscious mind can visualize: an 
  infinite pit. Only the spell's subject can sense the 
  phantasmal pit. You see only a vague shape on the 
  ground. The target first gets a Wisdom saving throw to 
  recognize the sensation as unreal. If that save fails, the 
  subject believes it is falling and falls prone. The subject 
  then must succeed on a second Wisdom save or is 
  afflicted with the stunned condition from fear.  At the end 
  of the creature’s turns, it may make another Wisdom 
  saving throw to disbelieve the pit and act normally next 
  round.  This continues up to 10 rounds. 
  If the subject of phantasmal pit succeeds in disbelieving 
  and possesses telepathy or is wearing an item that grants 
  telepathy, the fear of the pit can be turned upon you. You 
  must then disbelieve it (Wisdom saving throw) or become 
  subject to believing you're falling, fall prone, and succeed 
  on your second Wisdom saving throw or be stunned for 
  one round. 
   
  Phantasmal Swarm 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S 
  Duration: 1 round or 10 rounds, see text 
  You create a phantasmal image of a swarm simply by 
  forming the thoughts of the subject's subconscious mind 
  into something that its conscious mind can visualize: this 
  swarm. Only the spell's subject can see the phantasmal 
  swarm. You see only a vague shape. The target first gets 
  a Wisdom saving throw to recognize the image as unreal. 
  If that save fails, the phantasmal swarm touches the 
  subject and the subject must succeed on a second 
  Wisdom save or the target constantly feels like vomiting 
  and can only take a move on each of its turns (no action 
  or bonus action) as well as losing the ability to perform a 
  reaction.  At the end of the creature’s turns, it may make 
  a Wisdom saving throw to disbelieve the swarm and end 
  
   
  22 
   
  the effect.  This effect continues for 10 rounds or until the 
  subject saves.  Even if the second Wisdom save is 
  successful, the subject is can only make a move (no action 
  or bonus action) and loses its ability to perform reactions 
  for one round. 
  If the subject of phantasmal swarm succeeds in 
  disbelieving and possesses telepathy or is wearing an 
  item that grants telepathy, the swarm can be turned upon 
  you. You must then disbelieve it (Wisdom saving throw) 
  or become subject to the swarm and must succeed on a 
  second Wisdom saving throw or only be able to perform 
  a move (no action or bonus action) and lose your ability 
  to perform a reaction for one round. 
   
  Phantom Familiar 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (special dust worth 50gp) 
  Duration: Permanent 
  You make your familiar including its clothing, armor, 
  weapons, and equipment look different. It can seem 1 foot 
  shorter or taller, thin, fat, or in between. You can change 
  its apparent creature type to any magical beast or animal. 
  Otherwise, the extent of the apparent change is up to you. 
  You could add or obscure a minor feature or have it look 
  like an entirely different creature. You can change this 
  appearance as an action. 
  The spell does not provide the abilities or mannerisms of 
  the chosen form, nor does it alter the perceived tactile or 
  audible properties of it or its equipment. If you use this 
  spell to create a disguise, the familiar gets advantage on 
  all Charisma(deception) check. A creature that interacts 
  with the glamour gets a Wisdom saving throw to 
  recognize it as an illusion. 
   
  Program Feat 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 1 hour 
  Program feat gives a construct the benefits of a single 
  feat possessed by another creature the caster is touching 
  when the spell is cast. 
   
  Reciprocity 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: Instantaneous 
  When cast, this spell creates an arc of pure magical 
  energy between you and a target in range. The spell deals 
  4d8 damage to the target, but it also deals half that 
  amount of damage to you. The damage dealt to you 
  cannot be negated or reduced by any means, but the 
  damage to the target can be negated by any means that 
  would normally do so.  There is no saving throw for this 
  spell. 
      At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, the damage increases by 1d8 for each spell 
  slot above 2nd. 
   
  Ride Winds 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (flight feather from an eagle)  
  Duration: Concentration, up to 1 minute 
  This spell grants you the ability to float on the air for a 
  short time, allowing you to fall safely, to levitate, or even 
  to fly depending on the force of the wind. In addition to 
  gaining advantage on all Dexterity(acrobatics) checks 
  while the spell is in effect, you gain the following abilities, 
  depending on wind speed and the load you carry. 
   
  •  Calm (0 mph): You cannot fly or levitate, but you can 
  fall or jump down a distance of 30 feet or less as a move 
  action, provided you are not encumbered. 
  •  Light Wind (1-10mph): You can levitate if you are not 
  encumbered, descending up to 40 feet or ascending up to 
  20 feet as a move action, or simply hovering in place. 
  Alternatively, you can fall safely (as above) while 
  encumbered. 
  •  Moderate Wind (11-20mph): You can fly at a speed of 
  30 feet so long as you are not encumbered. If are 
  encumbered, you can levitate (as above), or can fall safely 
  if you are heavily encumbered. 
  •  Strong or Powerful Wind (21mph and above): As 
  moderate wind. You are still susceptible to being blown 
  away or knocked down, but wind affects you as though 
  you are flying even if you aren't. 
   
  Righteous Armor 
  2nd-level conjuration 
  Casting Time: 1 bonus action or reaction 
  Range: Touch 
  Components: V  
  Duration: instantaneous 
  You 
  send 
  the 
  armor 
  you 
  are 
  wearing 
  to 
  an 
  extradimensional space, or you can summon the armor 
  from its extradimensional space. 
   
  Rolling Boulder 
  2nd-level evocation 
  
   
  23 
   
  Casting Time: 1 action 
  Range: 100 feet 
  Components: V, S, M (smooth spherical pebble)  
  Duration: Concentration, up to 1 minute 
  A spherical boulder of elemental earth rolls around the 
  battlefield under your control. It moves up to 20 feet in a 
  straight line every round (less if it strikes an immovable 
  object) in a direction of your choice, bowling over 
  creatures in its path. Creatures struck by the boulder 
  must make a successful Dexterity saving throw or be 
  knocked prone, taking 3d6 bludgeoning damage as the 
  boulder rolls over them. 
  The boulder has AC 8, 180 hit points, and is resistant to 
  slashing and piercing damage. 
   
  Scout’s Hike 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (dirt from a fresh trail)  
  Duration: 1 hour 
  The target creature gains a +1 to all Dexterity-based 
  attacks, advantage on all Dexterity-based skills, and 
  doubles its base land speed. It has no effect on other 
  modes of movement, such as burrow, climb, fly, or swim. 
   
  Shadow Ribbons 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: Instantaneous 
  You blast your enemies with clinging ribbons of shadow. 
  You may fire three rays. Each ray requires a ranged spell 
  attack to hit and inflicts the grappled condition. Grappled 
  creatures can attempt to break free as a move action, 
  making a Strength(athletics) or Dexterity(acrobatics) 
  check. The DC for this check is equal to the DC of the 
  spell. The rays may be fired at the same or different 
  targets, but all rays must be aimed at targets within 30 
  feet of each other and fired simultaneously. 
      At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, you are able to fire another ray for each 
  spell slot above 2nd. 
   
  Shadow Sentry 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a tiny replica sword made of 
  onyx worth 25 gp)  
  Duration: 8 hours 
  Shadow sentry creates either a shadowy or faceless 
  humanoid warrior (AC 12) under your command. The 
  sentry may be commanded to "guard," which will cause it 
  to shout an alarm if it notices anyone approaching within 
  30 feet (using the caster's passive perception score, and if 
  the caster is not proficient in Wisdom(perception), 
  adding the caster’s proficiency bonus to this score), 
  "patrol," which will cause it to follow a route first walked 
  by the caster and call an alarm if it notices anyone 
  approach within 30 feet,  and "attack," which will cause it 
  to attack with its shadowy sword (1d8 damage + 
  spellcasting ability modifier). The sentry has an attack 
  bonus equal to the caster’s spellcasting attack bonus.  The 
  sentry may engage any creature for any effects that 
  require an ally to be engaged with an enemy.  The sentry 
  is discharged after being successfully struck for any 
  damage. 
   
  Shift Aim 
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a piece of moss found on a tree)  
  Duration: Concentration, up to 8 hours or until 
  discharged 
  The target of this spell is protected by intense fluctuations 
  in the space around him. This distortion protects against 
  all forms of individually targeted missile attacks, 
  including spells and spell-like abilities that require an 
  attack roll. Whenever an individual missile attack is 
  directed at the targeted creature, the attack's actual target 
  is determined randomly among all creatures within 15 
  feet of the creature, including the creature protected. In 
  mid-flight the missile changes course toward its new 
  target with normal chances to hit. The attack roll should 
  be rolled before the target is determined. 
  If the protected creature is struck by an individual missile 
  attack, the spell is discharged. If several people are 
  protected by shift aim spells the missile only changes 
  course once but can affect the entire protected area. 
   
  Shooting Star 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S, M (a piece of meteoric iron)  
  Duration: Instantaneous 
  A fiery, stony mass falls from thin air, tracing a red-hot 
  streak onto a designated target. You make a ranged spell 
  attack to strike the target. The shooting star deals 3d6 of 
  bludgeoning and 3d6 fire damage. 
      At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, the  bludgeoning and fire damage both 
  increase by 1d6 for each spell slot above 2nd. 
   
  Shunt 
  2nd-level conjuration 
  Casting Time: 1 action 
  
   
  24 
   
  Range: 30 feet 
  Components: V, S 
  Duration: 1 round 
  Shunt briefly and forcibly pushes a target creature within 
  range into the Ethereal Plane for 1 round.  If the creature 
  succeeds on a Charisma saving throw, the spell fails and 
  has no effect.  If  cast while on the Ethereal Plane, this 
  spell functions in reverse, forcing a creature onto the 
  Material Plane for 1 round. 
   
  Silent Ray 
  2nd-level evocation 
  Casting Time: 1 bonus action 
  Range: 50 feet 
  Components: V  
  Duration: Instantaneous 
  Your voice magically creates a focused beam of sonic 
  energy too shrill to hear. With this ray, you may make a 
  ranged spell attack roll against a single target. On a hit, 
  you inflict 3d8 thunder damage. 
      At Higher Levels.  When you cast this at a spell slot 
  of 3rd level or higher, the damage increases by 1d8 per 
  slot level above 2nd. 
   
  Slime Harden 
  2nd-level transmutation 
  Casting Time: 1 bonus action 
  Range: 25 feet 
  Components: V  
  Duration: 1 day 
  Point at one ooze creature within range to make a 
  Wisdom saving throw.  On a failure, you cause the outer 
  surface of the target ooze to harden, granting it a +1 
  Armor Class but reducing its speed by half. Slime harden 
  also negates an ooze's engulf, corrosive form, corrode 
  metal, amorphous, and split special abilities. 
   
  Speak with Objects 
  2nd-level divination 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 10 minutes 
  You can comprehend and communicate telepathically 
  with manufactured objects, including animated objects 
  and constructs. You are able to ask questions and receive 
  answers from objects. An inanimate object's sense of its 
  surroundings is limited, so it won't be able to give or 
  recognize detailed descriptions of creatures or answer 
  questions about events outside its immediate vicinity. 
  The spell doesn't make animated objects or constructs 
  any more friendly or cooperative than normal. 
  Furthermore, they are likely to make inane comments. If 
  an animated object or construct is friendly toward the  
   
   
  Stand Your Ground 
   
  caster, it may do some favor or service for the caster (as 
  determined by the DM). 
   
  Stand Your Ground 
  2nd-level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 10 minutes or until you move 
  You gain advantage on all checks and saves to avoid being 
  grappled, escape a grapple, be moved, charmed, 
  frightened, restrained, or be knocked prone for the 
  duration of the spell so long as you do not move from you 
  current location. 
   
  Staffstrike, Lesser 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a quarterstaff, magic staff, or 
  walking stick to use in the spell) 
  Duration: 10 minutes or until you move 
  Slamming your staff on the ground, you send forth 
  shockwaves dealing 2d6 bludgeoning and 2d6 thunder 
  damage to all creatures and objects within a 15-foot cone 
  
   
  25 
   
  in front of you.  Living creatures are deafened for 1d4 
  rounds; a successful Constitution saving throw negates 
  the deafness and reduces the damage by half. 
      At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, increase the damage by 1d6 bludgeoning 
  and 1d6 thunder damage for each spell slot above 2nd. 
   
  Stoneburst 
  2nd-level evocation 
  Casting Time: 1 bonus action 
  Range: touch 
  Components: V, S 
  Duration: 10 minutes or until discharged 
  This spell imbues small stone objects (of a size and shape 
  of an object  the caster can easily throw) with explosive 
  force. When thrown as a separate action, each object 
  detonates on impact, dealing 5d4 fire damage in addition 
  to its normal damage when thrown (if any).  If the object 
  misses, the spell is discharged from the object. 
   
  Stonefist 
  2nd-level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 10 minutes  
  One of your empty hands (your choice) becomes encased 
  in a stony shell. You cannot hold anything in the affected 
  hand while the spell lasts, but you can use the hand to 
  make unarmed strikes. You are considered proficient 
  with this weapon, can use either Strength or Dexterity to 
  make the attack, and deal 1d6 points of damage when you 
  strike with the stonefist, plus you gain a +1 bonus on your 
  attack and damage rolls, as your stonefist is considered 
  magic weapon with a +1 bonus.  
  At Higher Levels.  When you cast this at a spell slot of 
  4th level or higher, the bonus  to attack rolls and damage 
  becomes +2.  If use use a spell slot of 6th level or higher, 
  the bonus increases to +3. 
   
  Storm Cellar 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: touch 
  Components: V, S 
  Duration: 8 hours 
  When you cast this spell, a sturdy trapdoor appears at the 
  intended location, opening into an extradimensional 
  space beneath the ground. A ladder descends 15 feet into 
  a small chamber capable of sheltering the caster and up 
  to five other creatures. The shelter exists outside of 
  normal space, therefore spells and effects emanating or 
  affecting one side of the door exert no influence on the 
  other side of the door. Storm cellar provides protection 
  from natural hazards, such as forest fires, tornadoes, 
  hurricanes, falling trees, thunderstorms, and blizzards. 
  Of course, if a tree falls on top of the door, the room's 
  occupants must contend with it when they leave the 
  cellar. 
  Creatures within the extradimensional space can see 
  through the door, although creatures on the other side of 
  the door cannot look into the room. However, creatures 
  on the outside can force open the door with a 
  Strength(athletics) check (DC equal to spell save DC + 5) 
  or break it (AC 8;  20 hp). Casting other spells that create 
  extradimensional spaces or using extradimensional 
  items, such as a bag of holding, while within the cellar is 
  extremely dangerous and react as if taken into a portable 
  hole. 
      At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, you are able to fit one additional creature 
  or each spell slot above 2nd. 
   
  Subduing Ray 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: Instantaneous 
  You blast your enemies with a beam of nonlethal force. 
  You may fire up to two rays. Each ray requires a ranged 
  spell attack to hit and deals 2d6 force damage. The rays 
  may be fired at the same or  different targets, but all rays 
  must be aimed at targets within 30 feet of each other and 
  fired simultaneously.  When the ray hits, if the target 
  would normally die, you may choose to knock the target 
  unconscious instead.   
      At Higher Levels.  When cast at a spell slot of 3rd 
  level or higher, you are able to fire another ray for each 
  spell slot above 2nd. 
   
  Support Beam 
  2nd-level conjuration 
  Casting Time: reaction 
  Range: 50 feet 
  Components: V 
  Duration: 1 hour 
  You instantaneously conjure a cluster of thin, magically 
  reinforced iron pillars capable of supporting any type of 
  ceiling in the event of a cave-in or collapse in a 10 foot 
  radius; in addition; it stops traps such as deadfalls and 
  crushing ceilings and floors (but not walls). Creatures 
  and objects within the spell's area of effect suffer no 
  damage from falling debris or crushing rooms while 
  adjacent spaces outside of this area still experience  the 
  cave-in, collapse, or trap's full effects. Creatures 
  protected by the spell must still find a way out by digging 
  through the surrounding rubble or via other means. 
  
   
  26 
   
  Support beam only provides protection against cave- ins, 
  falling objects, collapsing natural or magical ceilings; it 
  grants no special benefits against flying or falling 
  creatures. When the spell's duration expires, the ceiling 
  collapses raining debris on any creatures or objects still 
  within its area of effect. 
   
  Take My Hand 
  2nd-level transmutation 
  Casting Time: reaction 
  Range: Self 
  Components: V 
  Duration: instantaneous 
  If there is an ally adjacent to you who is about to fall, you 
  can grab hold of that ally and stop his fall. However, if the 
  character weighs more than your maximum load and/or 
  a 
  Strength 
  check 
  is 
  required 
  (subject 
  to 
  GM 
  Adjudication), you gain advantage on the Strength check. 
   
  Thief Ward 
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V,S, M(small magnifying glass) 
  Duration: 10 minutes 
  Thief ward creates a 50 foot radius circle around a point 
  in range where sounds are magnified, shadows lessened, 
  and details brightened. All Dexterity(sleight of hand) and 
  Dexterity(stealth) checks made within the area have 
  disadvantage. 
   
  To The Rescue 
  2nd-level conjuration 
  Casting Time: reaction 
  Range: 100 feet 
  Components: V 
  Duration: Instantaneous 
  You instantly exchange locations with another helpless 
  creature within range and line of sight. You can bring 
  along unattended objects as long as their weight doesn't 
  exceed your maximum load. You may also bring any 
  mount (carrying gear or objects up to its maximum load). 
  You and your mount to be transported must be in contact 
  with one another. 
   
  Torn Muscle 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V  
  Duration: Until dispelled 
  You choose a target within range and the target must 
  make a Strength saving throw.  On a failure, the target 
  immediately gets a sharp cramp in his chest, back or side 
  and becomes short of breath, imposing a disadvantage on 
  attack rolls, skill checks, and ability checks. More 
  importantly, 
  attacks 
  against 
  this 
  creature 
  have 
  advantage, and the creature cannot take the dash action. 
  A conjuration spell of 2nd level or higher negates the 
  effects of this spell, as does regeneration and other 
  magical healing. 
      At Higher Levels.  When you cast this at a spell slot 
  of 3rd level or higher, you may target one additional 
  creature per slot level above 2nd. 
   
  True Casting 
  2nd-level divination 
  Casting Time: 1 bonus action 
  Range: 150 feet 
  Components: V  
  Duration: see text 
  You gain temporary, intuitive insight into the immediate 
  future that assists with your spell casting against a 
  singular opponent. Your next spell that targets a single 
  creature (if it is made before the end of the next round) 
  gains a +1 bonus to the spell save DC. If that creature 
  successfully saves, your next spell that targets that same 
  creature and only that creature (if it is made before the 
  end of the following round) gains a +2 bonus to the save 
  DC. This process continues until your bonus reaches its 
  maximum of +5, you fail to cast a spell targeting the same 
  singular creature in each following round, or the target 
  creature fails a saving throw. 
   
  Unseen Guardian 
  2nd-level divination 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V ,S 
  Duration: 8 hours or until discharged 
  You create an immobile, magical sensor that continually 
  scans the area around it, looking for your enemies. The 
  sensor has darkvision to a range of 30 feet. The sensor 
  can make Wisdom(perception) checks (with a bonus 
  equal to your spellcasting ability modifier and proficiency 
  bonus) to note hidden or invisible creatures and has 
  advantage on all checks that rely on smell within 30 feet. 
  If the sensor sees or smells any creature that presents a 
  potential threat (from intelligent creatures sneaking up 
  on you, to animals which might potentially attack if they 
  stumble upon you by accident), it alerts you mentally, 
  provided you are within 120 feet, and is then discharged. 
   
  Utter Determination 
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V ,S 
  Duration: five rounds 
  You ignore the dead, dying, exhaustion, and/or 
  unconscious conditions. You are also immune to all 
  
   
  27 
   
  healing spells and effects and even temporary hit points. 
  At the end of this spell's duration, you suffer the 
  cumulative effects of all the conditions you were ignoring. 
   
  Utter Failure 
  2nd-level enchantment 
  Casting Time: 1 action 
  Range: touch 
  Components: V ,S 
  Duration: one hour or until discharged 
  Your touch fills a target creature with melancholy feelings 
  of inferiority. The target must make a Charisma saving 
  throw. If the target fails it takes a -10 penalty on its next 
  attack roll. Additionally, the target automatically misses 
  if its next attack is against a target with cover, 
  concealment such as darkness or fog, or it the target has 
  disadvantage from any other effect.  The spell discharges 
  immediately after either effect. 
   
  Vertigo 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V(bard only), S  
  Duration: Concentration, up to 10 rounds, + 2 rounds 
  A twisting distortion of perceptions occurs, sickening 
  creatures within 10-feet of a point in range. Roll 10d8 and 
  add your spellcasting ability modifier to determine the 
  total number of hitpoint of creatures affected. Creatures 
  with the fewest HD are affected first, and, among 
  creatures with equal HD, those who are closest to the 
  spell's point of origin are affected first. HD that are not 
  sufficient to affect a creature are wasted. Affected 
  creatures become poisoned by the distortion, and 
  creatures that move more than half their speed must 
  make an additional Wisdom saving throw or fall prone.  
  Once a creature leaves the area, it may make a Wisdom 
  saving throw to end the condition at the end of their 
  turns.  As a bonus action on each of the caster’s turns, the 
  caster may move the area 30 feet.  A wizard or sorcerer 
  need not utter a sound to cast this spell, but a bard must 
  perform as a verbal component. 
      At Higher Levels.  When you cast this at a spell slot 
  of 3rd level or higher, the number of hit points affected 
  increases by 2d8 per slot level above 2nd. 
   
  Wall of Shadow 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S  
  Duration: 10 rounds 
  A vertical curtain of shadow appears. It is 2 feet thick, 40 
  feet long, and 20 feet high. and considerably opaque. It 
  blocks line of sight for attacks and spells, and creatures 
  within 5 feet of the other side of the wall have are 
  considered lightly obscured, while creatures beyond 5 
  feet are considered heavily obscured. Passing through the 
  wall results in shadow stuff clinging to the creature or 
  object, and inflicts the grappled condition.  Grappled 
  creatures can attempt to break free as a move action, 
  making a Strength(athletics) or Dexterity(acrobatics) 
  check. The DC for this check is equal to the DC of the 
  spell. 
   
  Water Jet 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M(bladder filled with water) 
  Duration: Instantaneous 
  A stream of high-pressure water erupts from your hand, 
  extinguishing nonmagical fires of medium size or smaller 
  (candles, torches, campfires, and other exposed flames), 
  and dealing 3d6 bludgeoning damage to all creatures and 
  fires in a 50 foot line. A Strength saving throw reduces 
  damage by half, but creatures in the jet may be knocked 
  down or pushed back if they fail their saves. A Tiny or 
  smaller creature or unsecured object on the ground is 
  knocked prone and blown away to the end of the jet's 
  range. Small creatures or objects are knocked prone and 
  blown away 1d6 x 10 feet (2d6 x 10 feet if flying), while 
  Medium creatures are knocked prone by the force of the 
  water, or blown away 1d4 x 10 feet if flying. A Large or 
  larger creature suffers no additional effects from a failed 
  save. Anything rolled along the ground by the jet takes an 
  additional 1d6 bludgeoning damage per 10 feet moved, 
  while flying creatures blown away take only 1d6 
  bludgeoning damage total. 
   
  Web Shelter 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: 8 hours 
  You create a shelter of slightly sticky webbing. You may 
  create a hemisphere with a diameter of between 5 and 20 
  feet or a sphere with a diameter of between 5 and 10 feet. 
  The shelter has a hinged door large enough to 
  accommodate a Medium creature. The opaque walls of 
  the shelter measure 1 inch thick and provide total cover 
  to anyone within it. 
  Creatures other than the caster and those designated by 
  her at the time of the casting touching the web shelter 
  become grappled by the sticky fibers and must make a 
  Strength(Athletics) or Dexterity(acrobatics) check to 
  
   
  28 
   
  escape, with a DC equal to the spell's DC, or remain 
  grappled. 
  The shelter is watertight and insulated with the door 
  closed. Its surface has AC 10 and 2 hit points for every 5-
  foot square of web surface area. It takes normal damage 
  from fire (not half damage like most objects) and burns 
  as easily as wood. When the spell ends, the webbing 
  decays rapidly and disappears. 
   
  Weltering Wave 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: 4 rounds 
  You cause chaotic energies to violently shake and 
  disorient the targets of this spell. Those in a 20 foot radius 
  of the center of the spell suffer -2 penalty on attacks, 
  weapon damage rolls, and saving throws for 1 round and 
  must make Strength saving throw or fall prone; the 
  Strength saving throw is required each round a creature 
  starts it turn or enters the area of effect. 
   
  Wildheart 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: touch 
  Components: V, S, M (charred or torn leaf) 
  Duration: Concentration, up to 10 minutes 
  You are able to tap into the ancient, terrible might of 
  nature, granting the subject of the spell a +2 bonus to 
  Strength, Dexterity, and Constitution saves and checks. It 
  also gains an increase of 10 feet to base speed for all its 
  natural movement modes (but not those granted by a 
  spell or effect, such as fly). 
   
   
  Wildheart 
  
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/101 2nd Level Spells.pdf