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Second Level Spells

Immovable Object

Classes: Wizard, Sorcerer   Casting Time: 1 action   Range: Touch   Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)   Duration: 1 hour

As an action, the caster can touch an object to manipulate the gravity around it to become a fixed point in space. The object can weigh no more than 10 pounds. The caster and all creatures designated can move the object normally, and the caster can also set a password that when spoken within 5 feet of the object, suppresses the spell for one minute. It can hold up to 4000 pounds. Success on a strength check against the caster's DC allows the object to be moved up to ten feet.   Cast at 4th or 5th level, the DC goes up by five, the weight held increases to 8000 pounds, and duration is 24 hours. At 6th level and above, the DC increases by ten, the weight held is 20,000 pounds, and the duration is permanent until dispelled.
  [credit Matt Mercer]  

Inner Fire

Classes: Wizard, Sorcerer   Casting Time: 1 action   Range: 60 feet   Components: V, S   Duration:Concentration (up to 1 minute)

You conjure fire up within the body of a creature you can see within range. The creature must make a Constitution saving throw or be incapacitated for the duration with a speed of 0, and take 1d6 fire damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. Each time it fails it takes another 1d6 fire damage.   If cast above 2nd level, damage increases by 1d6 fire damage.
  [credit Unknown]  

Dazzling Gleam

Classes: Bard, Paladin, Sorcerer, Warlock   Casting Time: 1 action   Range: Self (30-foot radius)   Components: V, S   Duration: Instantaneous

You release a burst of light. Each creature within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and is not blinded. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
  [credit Haven]  

Gleam-Eye

Classes: Bard, Paladin, Sorcerer, Warlock   Casting Time: 1 action   Range: Self   Components: S   Duration: Concentration, up to 1 minute

You imbue your eyes with an endearing twinkle that distracts even the most hardened of hearts. When you cast this spell, you can target a creature within 30 feet of you that you can see with a brilliant wink. The target must make a Wisdom saving throw or have disadvantage on the next attack roll or ability check it makes before the start of your next turn. On each of your turns until the spell ends, you can use your bonus action to repeat this effect, targeting the same creature or a different one. A creature that can't see you or that can't be charmed is unaffected by this spell.
  [credit Haven]  

Starlight Spear

Classes: Cleric, Paladin, Sorcerer, Wizard   Casting Time: 1 bonus action   Range: Self   Components: V, S   Duration: Concentration, up to 1 minute

You weave threads of starlight together to create a spear of solidified light in your hand. This magic spear lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d12 radiant damage on a hit and has the reach and thrown (20/60ft.) properties. In addition, if you move at least 20 feet straight toward a target, your next attack with this weapon deals an additional 1d12 radiant damage on a hit. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the spear to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d12. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d12. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d12.
  [credit Haven]  

Ultraviolet Pulse

Classes: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard   Casting Time: 1 action   Range: 120 feet   Components: S   Duration: Instantaneous

You hurl a ball of glowing violet energy towards one creature within range, which bursts into a pulse of invisible radiation on impact. Make a ranged spell attack against the target. On a hit, it takes 5d6 radiant damage and must make a Constitution save or be poisoned for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
  [credit Haven]

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