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Celebration of the Sky

(2) Uncommon Declarations of Allegiance

Abjuration

Deep Magic Volume 2 (p.148)

Bubble Barrier

2-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
A translucent but solid sphere of water encloses a Large or smaller creature you can see within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.    Creatures can’t pass through the bubble, but physical objects, energy, or other spell effects can. The bubble has an AC equal to your spell save DC and hit points equal to twice your spell save DC. The spell ends for the enclosed creature if the bubble is reduced to 0 hit points. A creature inside the bubble has three-quarters cover from attacks outside the bubble, and creatures outside the bubble have half cover from attacks from the enclosed creature. When the enclosed creature would take damage from an attacker or effect outside the bubble, the creature can choose to take only half the damage and reduce the bubble’s hit points by an amount equal to the other half of the damage.    The bubble is weightless and just large enough to contain the creature inside of it. When the enclosed creature moves, the bubble moves with it. If the bubble was created in an area with air, the bubble contains enough air for a breathing creature contained within it to breathe for the duration of the spell. If the bubble was created in an area of water, the bubble contains enough water for a water-breathing creature to breathe for the duration of the spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the bubble’s hit points increase by 10 for each slot level above 2nd.
Available for: Druid, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Counterspy

2-level Abjuration

Casting Time: 10 minutes
Range/Area: 5ft.
Components: Verbal, Somatic, Material
Materials: a bag of sand and six candles
Duration: 1 hour
Damage/Effect: Communication
You create an intricate arcane circle made of candles and sand centered on a point on the ground within range. The circle can have a radius of 10 feet or less. If at any point before the spell ends a creature outside the circle can see or hear you through magical or nonmagical means, the candle’s flames will change color. If a spell or magical effect was used, you are aware of it and understand the extent of its effects.
Available for: Bard, Cleric, Druid, Warlock, Wizard

Deep Magic Volume 2 (p.158)

Court the Flame

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 hour
You court the power of a nearby fire to shield you. Choose one source of nonmagical fire that is the size of a torch or larger within 5 feet of you. You gain a +2 bonus to your AC for the duration. Until this spell ends, if you would take fire damage from any source, you can use your reaction to reduce that damage to 0. If you do, the spell ends.    If you spend at least 1 minute more than 5 feet away from the source of fire you chose when you cast this spell, the spell immediately ends
Available for: Bard, Cleric, Druid, Ranger

Deep Magic Volume 2 (p.183)

Gift of Ice

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of aquamarine
Duration: 8 hours
Damage/Effect: Buff
Your body becomes coated in a layer of hoarfrost. For the duration, your AC increases by 1, and you have resistance to cold damage. This spell ends early if you take fire damage while below half your hit point maximum.
Available for: Druid, Ranger, Sorcerer, Wizard

SRD

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Artificer

SRD

Pass without Trace

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: ashes from a burned leaf of mistletoe and a sprig of spruce
Duration: Concentration, 1 hour
Damage/Effect: Buff
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Available for: Druid, Ranger

SRD

Protection from Poison

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.   For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Available for: Cleric, Druid, Paladin, Ranger, Artificer

Conjuration

Spelljammer: Adventures in Space

Air Bubble

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic
Duration: 24 hours
Damage/Effect: Buff
You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.141)

Baba's Pincushion

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a handful of thorny stems or a set of forks, pins, or darts
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Piercing
You conjure a torrent of serrated darts that fly toward a target within range, puncturing and pinning it. Make a ranged spell attack against the target. On a hit, the target takes 5d4 piercing damage and is pinned to the ground or another surface within 5 feet of the target, such as a wall, tree, or similar, for 1 minute.    While pinned to the ground or to a surface heavier than it, the target is restrained. The restrained target can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained  While pinned to a surface that is lighter than it, such as a chair or saddle, the target’s speed is halved, but it isn’t restrained. The target can use an action to extricate itself from such a surface.
At higher levels: When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d4 for each slot level above 2nd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.146)

Breath of Separation

2-level Conjuration

Casting Time: 1 action
Range/Area: Self (15 ft. cone)
Components: Verbal
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You exhale a massive volume of air, propelling yourself up to 15 feet in a direction of your choosing to an unoccupied space you can see. This movement doesn’t provoke opportunity attacks. Each creature in a 15-foot cone originating from the space you just left must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed up to 10 feet away from your original space. On a successful save, a creature takes half the damage and isn’t pushed.    If a pushed creature strikes a solid surface, it takes 1d6 bludgeoning damage for every 10 feet it was pushed. If a pushed creature is pushed into another creature, that creature must succeed on a Strength saving throw or take the same damage and be knocked prone.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you, and each creature that fails the saving throw, are pushed an additional 10 feet for each slot level above 2nd.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.147)

Brilliant Harrier

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a piece of charcoal
Duration: 1 minute
Damage/Effect: Summon
You create a glowing bird of flame on a point you can see within range. The harrier bird hovers in place, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and it lasts for the duration or until you cast this spell again. Until this spell ends, when a creature you can see within 30 feet of the harrier makes an attack roll, ability check, or saving throw, you can use your reaction to give that target disadvantage on that roll, as the glowing harrier swoops down to distract the target. If the roll fails, the target takes 1d4 fire damage.    The harrier has an AC equal to your spell save DC. Each time it is hit, roll a d20. On a result of 9 or less, it vanishes.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Carmello-Volta's Irksome Preserves

2-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small berry or a piece of fruit
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
At your command, delicious fruit jam oozes from a small mechanical device (such as a crossbow trigger, a lock, or a clockwork toy), rendering the device inoperable until the spell ends and the device is cleaned with a damp cloth. Cleaning away the jam takes an action, but doing so has no effect until the spell ends.    One serving of the jam can be collected in a suitable container. If it's eaten (as a bonus action) within 24 hours, the jam restores 1d4 hit points. The jam's flavor is determined by the material component.    The spell can affect constructs, with two limitations. First, the target creature negates the effect with a successful Dexterity saving throw. Second, unless the construct is Tiny, only one component (an eye, a knee, an elbow, and so forth) can be disabled. The affected construct has disadvantage on attack rolls and ability checks that depend on the disabled component until the spell ends and the jam is removed.
Available for: Druid

Deep Magic Volume 2 (p.155)

Conductive Vapors

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
You create a 20-foot-radius sphere of mist centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.    If a creature within the mist takes lightning damage, the mist immediately disperses, ending this spell, and the lightning damage spreads to other creatures in the mist. Each creature within the mist, other than the creature that took the lightning damage, must make a Constitution saving throw, taking the same amount of lightning damage that the triggering creature took on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the mist’s radius increases by 5 feet for each slot level above 2nd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Conjure Scarab Swarm

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a beetle carapace
Duration: Concentration, 10 minutes
Damage/Effect: Summoning
You summon swarms of scarab beetles to attack your foes. Two swarms of insects (beetles) appear in unoccupied spaces that you can see within range. Each swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns.    They obey verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.
Available for: Cleric, Druid, Wizard

Deep Magic Volume 2 (p.157)

Conjure Vermin

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summon
You summon fiendish spirits that take the form of sickly swarms of crows, maggots, or rats in unoccupied spaces you can see within range. Choose one of the following options for what appears: Each swarm is also considered a Fiend, and it disappears when it drops to 0 hit points or when the spell ends. The summoned swarms are friendly to you and your companions. Roll initiative for the swarms as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions. Until this spell ends, you can use an action to force one of the swarms you control to cause one of the following effects, based on the type of swarm. Once you use this action, that swarm disappears.
  • Murder of Crows. One creature in the swarm’s space must succeed on a Dexterity saving throw or be blinded until the end of its next turn.
  • Swarm of Maggots. One creature in the swarm’s space must succeed on a Wisdom saving throw or be stunned with horror and nausea until the end of its next turn.
  • Swarm of Rats. One creature in the swarm’s space must succeed on a Constitution saving throw or be poisoned by filth until the end of its next turn.
At higher levels: When you cast this spell using higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 4th-level slot, three times as many with a 6th-level slot, and four times as many with an 8th-level slot.
Available for: Druid, Ranger, Sorcerer, Wizard

XGtE

Dust Devil

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (5 ft. cube)
Components: Verbal, Somatic, Material
Materials: a pinch of dust
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Bludgeoning
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.   Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.   As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Druid, Sorcerer, Wizard

SRD

Flaming Sphere

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (5 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a bit of tallow, a pinch of brimstone, and a dusting of powdered iron
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Druid, Wizard, Alchemist

XGtE

Healing Spirit

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: 60ft. (5 ft. cube)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Healing
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).   Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.   As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.188)

Helper's Hands

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a thumb-sized stone sculpture of an open hand
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Small, stone hands rise up from the ground beneath a Large or smaller creature you can see within range. The target must succeed on a Dexterity saving throw or be grappled by the hands.    As a bonus action on your turn, you can move the hands up to 20 feet along the ground. If the hands are grappling a creature, the grappled creature is dragged along and takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. If the hands aren’t grappling a creature and stop within 5 feet of a Large or smaller creature, that creature must succeed on a Dexterity saving throw or be grappled  A creature grappled by the hands can use its action to make a Strength check against your spell save DC. On a success, it is no longer grappled.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.199)

Marigold Bloom

2-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a marigold flower
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Fire
A vine tipped with a marigold grows from your arm for the duration. The marigold shoots a beam of fire at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage. Until the spell ends, you can make the attack again on each of your turns as an action.
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.
Available for: Druid, Ranger

Deep Magic Volume 1

Poisoned Volley

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Poison
By drawing back and releasing an imaginary bowstring, you summon forth dozens of glowing green arrows. The arrows dissipate when they hit, but all creatures in a 20-foot square within range take 3d8 poison damage and become poisoned. A creature that makes a successful Constitution saving throw takes half as much damage and is not poisoned.
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.
Available for: Druid, Ranger, Wizard

Deep Magic Volume 2 (p.211)

Prince's Pillar

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a handful of earth or a stone the size of one's fist
Duration: 10 minutes
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You create a pillar of earth beneath a creature on the ground you can see within range, which can include yourself. The pillar is a 5-foot-radius, 30-foot-tall cylinder. If the target is a hostile creature, it must make a Dexterity saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is pushed up to 10 feet away from the pillar. On a successful save, the target takes half the damage and is pushed to a space of its choice within 5 feet of the pillar. If the target is yourself or a friendly creature, that creature is raised gently atop the pillar.    The pillar has an AC equal to your spell save DC and hit points equal to twice your spell save DC. When reduced to 0 hit points or at the end of the spell’s duration, the pillar crumbles and vanishes. If you or a friendly creature is atop the pillar, that creature is brought gently to the ground in the space the pillar previously occupied. If any other creature was atop the pillar, it falls, taking falling damage.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.212)

Radiant Rosette

2-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a dandelion husk
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Radiant
A rosette of magic resembling a dandelion of energy appears in your hand. The magical flower remains there for the duration. When you cast this spell, you blow gently on the rosette, sending a stream of glowing seeds at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 3d6 radiant damage. Until the spell ends, you can blow on the rosette and make the attack again on each of your turns as an action.
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.
Available for: Cleric, Druid, Sorcerer

Deep Magic Volume 2 (p.216)

Rite of Rain

2-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Control
You conduct a special rite through dance or prayer. At the end of the rite, you touch a point on the ground beneath you. For the duration, the area within 30 feet of that point is blessed by refreshing rains. The area is difficult terrain for creatures hostile to you. In addition, when a creature in the area rolls a 1 on a damage die for a spell that deals cold damage or lightning damage, the creature can reroll the die and must use the new roll.    If you cast this spell every day for 10 days in the same location, plants in the area grow twice as quickly and yield twice as much for 1 year.
Available for: Cleric, Druid, Ranger, Sorcerer

Deep Magic Volume 2 (p.223)

Shroom of Doom

2-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Somatic, Material
Materials: a mushroom cap
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Poison
An array of wispy luminous mushrooms sprouts from a creature you can see within range. The target must succeed on a Constitution saving throw or 1d8 mushrooms grow out of its body. While the target has at least one mushroom growing from it, the target is poisoned. The target or a creature within reach of it can use its action to remove a mushroom. Removing a mushroom deals 1d4 poison damage to the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the poison damage dealt to the target when a mushroom is removed increases by 1d4 for every slot level above 2nd.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.225)

Spirit Balm

2-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
You call on a divine spirit or a spirit of nature to heal your wounds and calm your mind. You and one willing creature you can see within range regain a number of hit points equal to your spellcasting ability modifier, and you can choose to end either the charmed or frightened condition on each of you.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Cleric, Druid, Ranger

Deep Magic Volume 2 (p.228)

Storm Step

2-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
You release a clap of thunder as you teleport to an unoccupied space you can see within 30 feet of you. Each creature within 5 feet of your origin and destination spaces must make a Constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Druid

Tasha's Cauldron of Everything

Summon Beast

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Bestial Spirit CR: PB

Small beast, summoner's alignment
Armor Class: 11 + spell level (natural armor)
Hit Points: 20 (air) 30 (land, water) +5 per spell level above 2nd
Speed: 30 ft , fly: 60 (air only) ft , swim: 30 (water only) ft , climb: 30 (land only) ft

STR

18 +4

DEX

11 +0

CON

16 +3

INT

4 -3

WIS

14 +2

CHA

5 -3

Senses: Darkvision 60ft., Passive Perception 12
Languages: Understand's the summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.   Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.   Water Breathing (Water Only). The beast can breathe only underwater.

Actions

Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).   Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Available for: Druid, Ranger

Deep Magic Volume 1

Thorn Cage

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Piercing
Thick vines studded with sharp thorns spring from the ground around a target of your choice. The target must succeed on a Strength saving throw or be restrained by the thorny vines until the spell ends. A creature restrained by the vines can use its action to make a Strength check against your spell save DC. Doing so causes the creature to take 2d6 piercing damage from the thorns. On a successful check, it frees itself.
Available for: Druid, Warlock

Deep Magic Volume 1

Weiler's Ward

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a lock of hair from a fey creature
Duration: Concentration, 1 hour
Attack/Save: CHA Save
Damage/Effect: Force
You create four small orbs of faerie magic that float around your head and give off dim light out to a radius of 15 feet. Whenever a Large or smaller enemy enters that area of dim light, or starts its turn in the area, you can use your reaction to attack it with one or more of the orbs. The enemy creature makes a Charisma saving throw. On a failed save, the creature is pushed 20 feet directly away from you, and each orb you used in the attack explodes violently, dealing 1d6 force damage to the creature.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by one for each slot level above 2nd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.237)

Well of Frozen Missiles

2-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of quartz carved into a snowflake
Duration: 1 minute
Damage/Effect: Creation
A Small, swirling cloud of ice and snow appears and hovers in an unoccupied space you can see within range. The cloud occupies that space and emits a mild chill in the air around it, but it is otherwise indistinct except for a small flurry of snow.    When you cast this spell, you can designate any number of creatures you can see to be capable of interacting with the cloud. While within 5 feet of the cloud, a designated creature can use a bonus action to reach into the cloud, pull out a javelin of magical ice, and throw it at a target within 60 feet. The creature throwing the javelin is proficient with the javelin and makes an attack roll using its Strength or Dexterity modifier (the creature’s choice). On a hit, the javelin deals 2d6 cold damage, and the target’s speed is reduced by 10 feet until the end of its next turn.    The cloud lasts for the duration or until six icy javelins have been pulled from it.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the javelin on a hit increases by 1d6 for each slot level above 2nd.
Available for: Cleric, Druid

Divination

Deep Magic Volume 1

Animal Spy

2-level Divination

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Communication
You create a mental link between you and a beast within range. Until the spell ends, you can use a bonus action to transfer your awareness to the beast—using its vision, hearing, smell, taste, and touch—and another bonus action on any subsequent turn to return your awareness to your body. You can use an action to dismiss the spell entirely.    This spell affects normal beasts, including giant versions of animals, but not conjured animals or familiars. The spell does not allow you to control the beast or make it friendly to you.    While you experience the world through the beast’s senses, your body is motionless, unaware of the outside world and effectively unconscious. The spell ends if the distance between you and the beast is ever greater than 1 mile, or if the beast is killed. If you are using the beast’s senses when it is killed, you must succeed on a DC 14 Wisdom saving throw or be stunned for 1d4 rounds from the shock of experiencing its death.
Available for: Druid, Ranger

PHB

Beast Sense

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Somatic
Duration: Concentration, 1 hour
Damage/Effect: Detection
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Available for: Druid, Ranger

Deep Magic Volume 1

By the Light of the Moon

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Utility
The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all Wisdom (Perception) and Intelligence (Investigation) checks made in the area are made with advantage.
Available for: Cleric, Druid, Ranger, Wizard

Deep Magic Volume 1

Comprehend Wild Shape

2-level Divination

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: two or more matching carved totems
Duration: 1 hour
Damage/Effect: Communication
Give one of the carved totems to an ally while keeping the other yourself. For the duration of the spell, you and whoever holds the other totem can communicate while either of you is in a beast shape. This isn’t a telepathic link; you simply understand each other’s verbal communication, similar to the effect of a speak with animals spell. This effect doesn’t allow a druid in beast shape to cast spells
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can increase the number of target creatures by two for each slot level above 2nd. Each creature must receive a matching carved totem.
Available for: Druid

Deep Magic Volume 1

Distraction Cascade

2-level Divination

Casting Time: 1 reaction, which you take when an ally declares an attack against an enemy you can see
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
With a flash of foresight, you throw a foe off balance. Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

SRD

Find Traps

2-level Divination

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Detection
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.   This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Available for: Cleric, Druid, Ranger

Deep Magic Volume 1

Heartstrike

2-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an arrow, bolt, or other missile
Duration: Instant
Damage/Effect: Buff
The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for your enemies having half coveror three-quarters cover, and for an area being lightly obscured, when making those attacks.
Available for: Druid, Ranger

Deep Magic Volume 1

Hunter's Cunning

2-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
You grant a creature you touch preternatural senses and insight into its immediate environment. Until the spell ends, the target gains advantage onWisdom (Perception) and Wisdom (Survival) checks and ignores the effect of natural (nonmagical) difficult terrain.
Available for: Druid, Ranger

SRD

Locate Animals or Plants

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of fur from a bloodhound
Duration: Instant
Damage/Effect: Detection
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Available for: Bard, Druid, Ranger

SRD

Locate Object

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a forked twig
Duration: Concentration, 10 minutes
Damage/Effect: Detection
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.   The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.   This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

Deep Magic Volume 1

Mark Prey

2-level Divination

Casting Time: 1 bonus action
Range/Area: 120ft.
Components: Verbal
Duration: Concentration, 1 hour
Damage/Effect: Debuff
You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can’t benefit from being invisible against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey.
At higher levels: When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Druid, Ranger

Obojima: Tales from the Tall Grass

Spell Signature

2-level Divination

Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a rosewood match
Duration: Instant
Damage/Effect: Communication
As you cast the spell you draw out the potent scents trapped within all magic. Choose a magical effect you are aware of that’s within range. The effect releases a scent specific to the creature that created it. If you are familiar with the creature, you automatically know that the magical effect was created by them.   If you are not familiar with the creature, you can make an ability check using your spellcasting ability modifier and add your proficiency bonus to it. Refer to the table below to determine what information you are able to glean from the scent. When succeeding on a DC check, you also learn previous information given from lower DCs.
  • DC 5—You learn the type of creature that created the magical effect.
  • DC 10—If the creature has a class, you learn what it is.
  • DC 15—You learn if the creature is affiliated with an organization.
  • DC 20—You learn the name of the creature.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Enchantment

SRD

Animal Messenger

2-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a morsel of food
Duration: 24 hours
Damage/Effect: Communication
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.   When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At higher levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Available for: Bard, Druid, Ranger

Obojima: Tales from the Tall Grass

Control Animal

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a bit of matted fur
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
Choose a beast that you can see within range. The beast is affected if it has a challenge rating of 2 or lower; otherwise, the spell fails. An affected creature must succeed on a Wisdom saving throw, or you take total and precise control of it, as your consciousness enters its body. While under the effect of this spell, you can see through the creature’s eyes and hear what it hears, gaining the benefits of any special senses that the creature has. You can move and take actions as the creature and can perform tasks the creature could feasibly perform. During this time, your body is considered unconscious; this doesn’t affect your ability to concentrate on this spell.   If the creature takes damage, you must make a Wisdom (Animal Handling) check, with a DC equal to 10 or half the damage it took, whichever number is higher. On a failure, the creature regains control of its body, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the maximum challenge rating affected by this spell increases by 1 for each slot level above 2nd.
Available for: Druid, Ranger, Sorcerer

SRD

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a small, straight piece of iron
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Paralyzed
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.195)

Ley Chain

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
You create tendrils of ley energy that burst from the ground and wrap around a Large or smaller creature you can see within range. The target must succeed on a Dexterity saving throw or be restrained by the ley energy. At the end of each of its turns, the target can make a Strength saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Available for: Druid, Sorcerer, Wizard

Book of Ebon Tides

Ominous Winds

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a cracked bone
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a 1d12 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Snap the Leash

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a used leash or similar object
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
Choose a beast that you can see within range. If the beast’s Intelligence is 4 or higher, the spell fails. The beast must make a Wisdom saving throw; on a failed save, you remove the shackles of domestication from the creature’s mind, causing it to entirely forget being broken or trained. Mounts refuse to be ridden, and other animals forget any tricks learned and obedience taught. Other memories are not affected, so creatures might remain drawn to those who have treated them kindly and aggressive toward those who have harmed them.    The animal can be domesticated again, but the trainer must start from scratch. This spell is only partly effective against animal companions, familiars, and paladin mounts. Although the spell removes any tricks such creatures know, the bond between creature and master is otherwise unaffected.
Available for: Druid, Sorcerer, Wizard

Evocation

Deep Magic Volume 2 (p.157)

Contagious Healing

2-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Healing
Your touch infects a friendly creature with a magical disease. The target regains a number of hit points equal to 1d8 + your spellcasting ability modifier. The next time the target takes damage, the disease ends on the target and infects a new friendly creature within 10 feet of the first. The new target regains hit points equal to 1d8 + your spellcasting modifier. The next time the new target takes damage, the disease ends on it and moves to another friendly creature within 10 feet of it, continuing in this manner until no valid targets are in range or the spell ends. A creature can be healed by your contagious healing only once per casting of this spell. This spell has no effect on Undead or Constructs.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Available for: Bard, Cleric, Druid

Deep Magic Volume 1

Fire Darts

2-level Evocation

Casting Time: 1 action
Range/Area: 20ft.
Components: Verbal, Somatic, Material
Materials: a fire the size of a small campfire or larger
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
When this spell is cast on any fire that’s at least as large as a small campfire or cooking fire, three darts of flame shoot out from the fire toward creatures within 30 feet of the fire. Darts can be directed against the same or separate targets as the caster chooses. Each dart deals 4d6 fire damage, or half as much damage if its target makes a successful Dexterity saving throw
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.
Available for: Cleric, Druid, Wizard

SRD

Flame Blade

2-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: leaf of sumac
Duration: Concentration, 10 minutes
Attack/Save: Melee
Damage/Effect: Fire
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.   You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.   The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Available for: Druid

SRD

Gust of Wind

2-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a legume seed
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Control
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.   Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.187)

Heartfire

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
You ignite the inner fire within you and your companions, stoking it into a magical flame against your enemies. A gout of fire emerges from your chest and streaks toward one creature you can see within range. The target must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.    When you cast this spell, up to three friendly creatures within 30 feet of you that can see you can each use a reaction to lend its heartfire to yours. For each creature that joins its heartfire with yours, the spell’s damage increases by 1d6.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the primary damage increases by 1d6 for each slot level above 2nd.
Available for: Bard, Cleric, Druid

Obojima: Tales from the Tall Grass

Monkey's Grasp

2-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Necrotic
You summon a large, ethereal monkey paw that rises up and grasps at a Huge or smaller creature on the ground you can see within range. The paw attempts to grapple the target, using your spellcasting ability modifier to resolve the grapple. If you lose the contest, the paw disappears, and the spell ends.   While grappled by the paw, a target takes 1d8 necrotic damage at the start of each of its turns. The target can use its action to attempt to escape the grapple as normal. When the grapple is broken, the paw disappears, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd, summoning a separate monkey paw for each target. When you do so, the spell doesn’t end until the last paw disappears. The creatures must be within 60 feet of each other when you target them.
Available for: Druid, Ranger, Sorcerer

SRD

Moonbeam

2-level Evocation

Casting Time: 1 action
Range/Area: 120ft. (5 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: several seeds of any moonseed plant and a piece of opalescent feldspar
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Radiant
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.   When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.   A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.   On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Available for: Druid

Obojima: Tales from the Tall Grass

Pillar of Force

2-level Evocation

Casting Time: 1 action
Range/Area: 30 ft. line
Components: Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
You swiftly stomp your foot, conjuring a pillar of wood or stone that thrusts out from underneath your feet and towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 bludgeoning damage, and if the target is Huge or smaller, it is pushed 10 feet away from you. The ground in a straight line between you and your target becomes difficult terrain, with each 5-foot-square portion requiring at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by (1d12) for each slot level above 2nd.
Available for: Bard, Druid, Ranger, Sorcerer

Obojima: Tales from the Tall Grass

Rageful Nimbus

2-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a drop of water
Duration: 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Lightning
Choose a creature within range, which can be yourself. A pristine, fluffy white cloud appears above the target and follows them for the duration. If the target takes damage from a hostile creature you can see, you can use your reaction to make a ranged spell attack from the cloud, provided that creature is within 60 feet of the target. On a hit, the creature takes 2d8 lightning damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Available for: Druid, Ranger, Sorcerer, Wizard

XGtE

Warding Wind

2-level Evocation

Casting Time: 1 action
Range/Area: Self (10 ft. sphere)
Components: Verbal
Duration: Concentration, 10 minutes
Damage/Effect: Deafened
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:
  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Available for: Bard, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Wresting Wind

2-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a handful of paper confetti
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Control
By blowing a pinch of confetti from your cupped hand, you create a burst of air that can rip weapons and other items out of the hands of your enemies. Each enemy in a 20-foot radius centered on a point you target within range must make a successful Strength saving throw or drop anything held in its hands. The objects land 10 feet away from the creatures that dropped them, in random directions.
Available for: Druid, Ranger, Sorcerer

Illusion

Deep Magic Volume 1

Nip at the Heels

2-level Illusion

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a dog's tooth
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You create an illusory pack of wild dogs that bark and nip at one creature you can see within range, which must make a Wisdom saving throw. On a failed save, the target has disadvantage on ability checks and attack rolls for the duration as it is distracted by the dogs. At the end of each of its turns, the target can make a Wisdom saving throw, ending the effect on itself on a successful save. A target that is at least 10 feet off the ground (in a tree, flying, and so forth) has advantage on the saving throw, staying just out of reach of the jumping and barking dogs.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Druid, Ranger

Necromancy

Book of Ebon Tides

Hibernation

2-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a tuft of bear fur
Duration: Special, 1 hour
Attack/Save: CON Save
Damage/Effect: Unconscious
You hum a soothing melody and discard a bit of bear fur, which induces a soporific healing state in the next creature you touch. The target regains 1d6 hp and sleeps for 10 minutes per each hit point regained. If the creature is unwilling, it must succeed on a Constitution saving throw or fall asleep for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.   Each creature affected by this spell falls until the spell ends, the hibernating creature takes damage, or someone uses an action to shake or slap the hibernating creature awake. Undead and creatures immune to being charmed aren’t affected by this spell.
At higher levels: If cast using 3rd-level or higher spell slot, you may touch one willing creature per level to induce hibernation.
Available for: Druid, Ranger

Book of Ebon Tides

Krail's Maggot

2-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic, Material
Materials: a live maggot
Duration: Concentration, 1 minute
Attack/Save: Melee
Damage/Effect: Necrotic
A 6-inch-long maggot forms inside a creature of your choice within range and begins to devour the target from within. Make a melee spell attack against your target while in range. On a hit, the target takes necrotic damage from the maggot equal to 1d8 + your spellcasting ability modifier. As a bonus action on each of your subsequent turns, you can repeat the attack against your target.   As an action on its turn, your target can make a melee weapon attack against the maggot with a weapon that deals piercing or slashing damage. The maggot has AC equal to your spell save DC and 8 hit points per spell slot level used to create it. If your target hits the maggot, half of the damage is dealt to the maggot, and the other half is dealt to the target itself. If the maggot is killed, the spell ends.
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.
Available for: Druid, Ranger, Warlock

Book of Ebon Tides

Krail's Rupture

2-level Necromancy

Casting Time: 1 reaction which you take in response to being grappled or swallowed whole
Range/Area: Touch
Components: Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You make a slicing motion with your finger, and you immediately break the grapple of the creature grappling you by magically entering their body and exiting them on the opposite side. The creature must make a Constitution saving throw, taking 3d12 necrotic damage on a failed save or half as much damage on a successful one.   If cast in response to being swallowed, you exit the triggering creature’s body, regardless of how much damage you deal to it, and fall prone in a space within 10 feet of the triggering creature.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Available for: Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Revive Beast

2-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: emeralds worth 100 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
You touch a beast that has died within the last minute. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.
Available for: Druid, Ranger

Deep Magic Volume 1

Stench of Rot

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a live maggot
Duration: 1 hour
Attack/Save: CHA Save
Damage/Effect: Debuff
Choose one creature you can see within range that isn’t a construct or an undead. The target must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, the target reeks of death and rot, and nothing short of magic can mask or remove the smell. The target has disadvantage on all Charisma checks and on Constitution saving throws to maintain concentration on spells. A creature with the Keen Smell trait, or a similar trait indicating the creature has a strong sense of smell, can add your spellcasting ability modifier to its Wisdom (Perception) or Wisdom (Survival) checks to find the target. A remove curse spell or similar magic ends the spell early.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock

Strixhaven: A Curriculum of Chaos

Wither and Bloom

2-level Necromancy

Casting Time: 1 action
Range/Area: 60ft. (10 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a withered vine twisted into a loop
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.   In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
Available for: Druid, Sorcerer, Wizard

Transmutation

Deep Magic Volume 2 (p.139)

Aqueous Arena

2-level Transmutation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a drop of water
Duration: Concentration, 1 minute
You alter the air in a 15-foot-radius, 30-foot-high cylinder centered on a point you can see within range. Within the cylinder, air becomes viscous and takes on some of the properties of water. Creatures inside the cylinder move and fight as if underwater, and objects that aren’t being worn or carried float or sink to the top or bottom of the cylinder as if underwater. Creatures can move vertically within the cylinder as if swimming in water.   Though the cylinder acts like water, it is still air. Creatures and objects within the cylinder don’t have resistance to fire damage from being fully immersed in water, and creatures that breathe air can breathe normally while inside the cylinder. This spell has no effect if cast on a point underwater, and any part of the cylinder that is underwater has no special effect.   When the spell ends, any creature above the ground that doesn’t have a flying speed falls, taking falling damage as normal.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the cylinder’s radius increases by 5 feet and its height increases by 10 feet for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Aspect of the Ape

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Utility
You alter the appearance of a creature you touch, giving it a more simian form. While this spell is in effect, the subject gains a climbing speed equal to its normal walking speed, and gains advantage on Strength (Athletics) checks made when jumping or climbing. When up in a tree’s branches (or in a similar area, at the GM’s discretion) the target can move up to its climbing speed as a bonus action, using brachiation to reach a nearby tree if the branches are close enough together. This bonus action can be taken only if the subject has at least two hands free, or one hand free if the subject is barefoot.
Available for: Druid, Ranger

Deep Magic Volume 1

Aspect of the Ram

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You take on the aspect of a ram, including some physical attributes. Your body hair grows thick and woolly, and a curling pair of horns sprouts from your head.    You can make a ram attack with these horns as an action, and you are proficient with this attack. You deal 1d6 bludgeoning damage on a hit. If you move at least 20 feet straight toward a target and hit with a ram attack on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone  You ignore difficult terrain caused by rubble, ice sheets, scree, or steep slopes. You also gain advantage on Strength (Athletics) checks made while climbing or jumping, and Dexterity (Acrobatics) checks made for balance or to stay on your feet.
Available for: Druid, Ranger

Obojima: Tales from the Tall Grass

At Your Side

2-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
You and up to three other willing creatures of your choice within range form an arcane bond, which magically pulls you forward when moving towards each other. For the duration, each target’s speed increases by 5 feet, and whenever an affected creature ends its turn, other targets of the spell can use their reaction to move up to half their speed in the direction of another affected creature.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Cleric, Druid, Paladin, Wizard

SRD

Barkskin

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a handful of oak bark
Duration: Concentration, 1 hour
Damage/Effect: Buff
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
Available for: Druid, Ranger

Deep Magic Volume 1

Batsense

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a bit of fur from a bat's ear
Duration: 1 hour
Damage/Effect: Buff
For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet.    The target cannot use its blindsight while deafened, and its blindsight doesn't penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.
Available for: Bard, Druid, Ranger

Obojima: Tales from the Tall Grass

Beast Transmutation

2-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Somatic
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
This spell transforms a beast that you can see within range into a new humanoid form. An unwilling creature must succeed on a Wisdom saving throw to avoid the effect. The spell has no effect on a beast with 0 hit points.   The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form has the appearance of a humanoid of any race you choose. The target’s game statistics, excluding mental ability scores, are replaced by the statistics of a commoner. It retains its alignment and personality.   The target assumes the hit points of its commoner form. When it reverts to its normal form, the beast returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the beast’s normal form to 0 hit points, it isn’t knocked unconscious.   The creature is limited in the actions it can perform by the nature of its new form.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the spell’s duration increases by 1 hour for each slot level above 2nd.
Available for: Bard, Druid, Ranger, Wizard

Deep Magic Volume 1

Boulder Toss

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You draw the power of the mountains into you, gaining a surge of strength that allows you to take an action to hurl a rock (or similar object) as a giant does. Your Strength is considered to be 19 for the purpose of determining damage from objects that you hurl. Your hurled rock has a range of 60/240 feet and deals 2d10 bludgeoning damage on a hit. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone.
At higher levels: If you cast this spell using a spell slot of 4th or 5th level, your Strength is considered to be 21, and the bludgeoning damage increases to 3d10. If you cast this spell using a spell slot of 6th level or higher, your Strength is considered to be 23, and the bludgeoning damage increases to 4d10.
Available for: Druid

Deep Magic Volume 2 (p.146)

Breeze Walker

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a pheasant feather
Duration: Concentration, 1 hour
Damage/Effect: Buff
Choosing a direction, you summon a strong, steady breeze to swirl beneath your feet and propel you. You levitate to a sustained height of 3 feet for the duration, and travel in the chosen direction at 150% of your movement. Travel in any other direction is at 50% of your movement. While mounted, your mount’s movement is affected as well.
Available for: Druid

Deep Magic Volume 2 (p.148)

Buffeting Wings

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a bit of wing membrane from a gargoyle or tetomatli
Duration: Concentration, 1 minute
Damage/Effect: Buff
You touch a willing creature. The target grows a pair of heavy, stony wings. The target doesn’t gain a flying speed, and its speed is reduced by 10 feet for the duration. As a bonus action on its turn, the target can make an unarmed strike with the wings against one creature within 5 feet of it. It is proficient with the wings, and it adds its Strength modifier to attack and damage rolls with the wings. The wings deal 1d6 bludgeoning damage on a hit.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Available for: Druid, Wizard

SRD

Darkvision

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: either a pinch of dried carrot or an agate
Duration: 8 hours
Damage/Effect: Buff
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Available for: Druid, Ranger, Sorcerer, Wizard, Artificer

XGtE

Earthbind

2-level Transmutation

Casting Time: 1 action
Range/Area: 300ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Control, Debuff
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Available for: Druid, Sorcerer, Warlock, Wizard

SRD

Enhance Ability

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: fur or a feather from a beast
Duration: Concentration, 1 hour
Damage/Effect: Buff
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

  • Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
  • Eagle's Splendor. The target has advantage on Charisma checks.
  • Fox's Cunning. The target has advantage on Intelligence checks.
  • Owl's Wisdom. The target has advantage on Wisdom checks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Cleric, Druid, Sorcerer, Artificer

Deep Magic Volume 1

Feather Travel

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a feather
Duration: Concentration, 1 hour
Damage/Effect: Buff
The target of feather travel (along with its clothing and other gear) transforms into a feather and drifts on the wind.The drifting creature has a limited ability to control its travel. It can move only in the direction the wind is blowing and at the speed of the wind. It can, however, shift up, down, or sideways 5 feet per round as if caught by a gust, allowing the creature to aim for an open window or doorway, to avoid a flame, or to steer around an animal or another creature. When the spell ends, the feather settles gently to the ground and transforms back into the original creature.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, two additional creatures can be transformed per slot level above 2nd.
Available for: Druid, Wizard

Deep Magic Volume 2 (p.182)

Galvanize Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a piece of magnetized iron
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Lightning
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to electrify. Any creature in physical contact with the object takes 1d8 lightning damage when you cast the spell and can’t take reactions until the start of its next turn. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this effect again. If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a Constitution saving throw or be unable to part with the object.
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.
Available for: Druid, Sorcerer

Deep Magic Volume 2 (p.183)

Goob's Inconvenient Gathering

2-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Control
One creature you can see within range becomes magically charged. Make a ranged spell attack. On a hit, the target magically attracts loose objects, such as rocks, mugs, grass, or papers. At the start of each of its turns, small, nonmagical objects that aren’t being worn or carried within 10 feet of the target roll, float, or otherwise move up to 10 feet and magically cling to the target. Each object must weigh no more than 10 pounds. The target, or a creature within reach of the target, can use an action to remove the objects from the target until the start of the target’s next turn. While objects are stuck to it, the target’s speed is halved, and it has disadvantage on weapon attack rolls that use Dexterity.    At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Available for: Bard, Druid, Sorcerer

SRD

Heat Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a piece of iron and a flame
Duration: Concentration, 1 minute
Damage/Effect: Fire
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.   If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Bard, Druid, Artificer

Deep Magic Volume 1

Iron Stomach

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 24 hours
Damage/Effect: Buff
You subtly alter the digestive system of the creature you touch, allowing it to safely eat and extract nutrition from any organic matter it eats. As long as the creature eats at least 1 pound of organic matter per day, it does not suffer from hunger. If it eats organic matter that is poisonous, or that has been poisoned with an organic substance (serpent venom, for example), it has advantage on the saving throw.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.
Available for: Druid

Obojima: Tales from the Tall Grass

Mushroom Ballista

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal
Duration: 1 hour
Attack/Save: DEX Save
Damage/Effect: Poison
You touch one to three pieces of ammunition and imbue them with a unique toadstool magic, causing them to grow plump green mushrooms around or at the tip of the ammunition.   When a creature is hit with a ranged weapon attack using the ammunition, it takes an extra 1d6 poison damage and must make a Dexterity saving throw. On a failed save, the creature is pushed back a number of feet equal to the damage taken (rounded up to the nearest 5 feet) to a maximum of 15 feet. Whether the attack hits or misses, the spell then ends on that piece of ammunition.   If you cast this spell again, the spell ends on any ammunition still affected by your previous casting.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.217)

Serrated Limbs

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a thorn or serrated leaf
Duration: Concentration, 1 minute
Damage/Effect: Buff
A willing creature you touch grows a pair of plant limbs with serrated leaves for the duration. The limbs are natural weapons with the Reach property, which the target can use to make unarmed strikes. If the target hits with a serrated limb, the limb deals slashing damage equal to 1d6 + your spellcasting ability modifier instead of the bludgeoning damage normal for an unarmed strike.    Until the spell ends, the target can use a bonus action on each of its turns to make an unarmed strike with a serrated limb.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd.
Available for: Druid, Ranger

XGtE

Skywrite

2-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Sight
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Communication, Control
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Available for: Artificer, Bard, Druid, Wizard

SRD

Spike Growth

2-level Transmutation

Casting Time: 1 action
Range/Area: 150ft. (20 ft. sphere)
Components: Verbal, Somatic, Material
Materials: seven sharp thorns or seven small twigs, each sharpened to a point
Duration: Concentration, 10 minutes
Damage/Effect: Control
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.   The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Available for: Druid, Ranger

Deep Magic Volume 1

Tree Running

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Somatic, Material
Materials: a maple catkin
Duration: Concentration, 1 hour
Damage/Effect: Buff
One willing creature you touch gains a climbing speed equal to its walking speed. This climbing speed functions only while the creature is in contact with a living plant or fungus that’s growing from the ground.The creature can cling to an appropriate surface with just one hand or with just its feet, leaving its hands free to wield weapons or cast spells.The plant doesn’t give under the creature’s weight, so the creature can walk on the tiniest of tree branches, stand on a leaf, or run across the waving top of a field of wheat without bending a stalk or touching the ground.
Available for: Druid, Ranger

Deep Magic Volume 1

Trench

2-level Transmutation

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Permanent
Damage/Effect: Utility
By making a scooping gesture, you cause the ground to slowly sink in an area 5 feet wide and 60 feet long, originating from a point within range.When the casting is finished, a 5-foot-deep trench is the result. The spell works only on flat, open ground (not on stone or paved surfaces) that is not occupied by creatures or objects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the width of the trench by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.
Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Wizard

Specialized

Blood Magic

Deep Magic Volume 1

Caustic Blood

2-level Transmutation

Casting Time: 1 reaction, which you take when an enemy's attack deals piercing or slashing damage to you
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Acid
Your blood becomes caustic when exposed to the air. When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by one for each slot level above 2nd, to a maximum of six targets.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard with Blood Specialization

Dark Magic

Deep Magic Volume 1

Magma Spray

2-level Transmutation

Casting Time: 1 action
Range/Area: 40ft.
Components: Verbal, Somatic, Material
Materials: a pinch of sulfur or brimstone
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn. A creature whose hit points are reduced to 0 by this damage is killed immediately, and its body burns to ash.
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.
Available for: Druid, Sorcerer, Warlock, Wizard with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Detect Dragons

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as Polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn.
Available for: Bard, Druid, Sorcerer, Wizard with Dragon Specialization

Elven Ritual Magic

Deep Magic Volume 1

Vine Trestle

2-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a 1-inch piece of green vine that is consumed in the casting
Duration: 1 hour
Damage/Effect: Utility
You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (such as the ground or a wall), and it is strong enough to support 600 pounds of weight along its entire length, which can be a number of feet up to 5 x your spellcasting level. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates. The vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, hit points equal to 5 × your spellcasting level, and a damage threshold of 5.    Group Spellcasting. When other spellcasters aid you in casting this spell, the vine can support an additional 30 pounds, and its damage threshold increases by 1 for each spellcaster other than yourself, supporting up to a maximum of 810 pounds with a maximum damage threshold of 12.    Ritual Focus. If you expend your ritual focus, the vine is permanent until destroyed or dispelled.
Available for: Druid, Ranger, Wizard with Elven Ritual Specialization

Deep Magic Volume 1

Clearing the Field

2-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 40ft.
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Utility
With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by clearing the field.   Group Spellcasting. When other spellcasters aid you in casting this spell, the spell lasts for an additional hour for each spellcaster other than yourself, up to a maximum duration of 8 hours.   Ritual Focus. If you expend your ritual focus, plant creatures in the area must make a successful Constitution saving throw or be affected as though by a reduce spell.
Available for: Druid, Ranger, Wizard with Elven Ritual Specialization

Illumination Magic

Deep Magic Volume 1

Phantom Light

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a small sketch of a candle
Duration: 1 hour
Damage/Effect: Utility
You touch one object that measures less than 10 feet in every dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. At the time of the casting, you designate up to six creatures. Only those creatures are able to see and gain benefit from the phantom light. The object can be covered with something opaque to block the light. You can use an action to dismiss this spell.
Available for: Druid, Wizard with Illumination Specialization

Labyrinth Magic

Deep Magic Volume 1

Elemental Horns

2-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a brass wand
Duration: Concentration, 1 minute
Damage/Effect: Buff
The target of this spell must be a creature that has horns, or the spell fails. Elemental horns causes the touched creature’s horns to crackle with elemental energy. Select one of the following energy types when casting this spell: acid, cold, fire, lightning, or radiant. The creature’s gore attack deals 3d6 damage of the chosen type in addition to any other damage the attack normally deals. Although commonly seen among tieflings and minotaurs, this spell is rarely employed by other races.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.
Available for: Druid, Ranger, Sorcerer, Wizard with Labyrinth Specialization

Deep Magic Volume 1

Crushing Trample

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: STR Save
Damage/Effect: Bludgeoning
Upon casting this spell, you are filled with a desire to overrun your foes. You immediately move up to twice your speed in a straight line, trampling every foe in your path that is of your size category or smaller. If you try to move through the space of an enemy whose size is larger than yours, your movement (and the spell) ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage.   If you have hooves, add your Strength modifier (minimum of +1) to the damage. You move through the spaces of foes whether or not they succeed on their Strength saving throws. You do not provoke opportunity attacks while moving under the effect of crushing trample.
Available for: Cleric, Druid, Ranger, Sorcerer with Labyrinth Specialization

Deep Magic Volume 1

Furious Hooves

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a nail
Duration: Concentration, 1 minute
Damage/Effect: Buff
You enhance the feet or hooves of a creature you touch, imbuing it with power and swiftness. The target doubles its walking speed or increases it by 30 feet, whichever addition is smaller. In addition to any attacks the creature can normally make, this spell grants two hoof attacks, each of which deals bludgeoning damage equal to 1d6 + plus the target’s Strength modifier (or 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically deals this bludgeoning damage to the target of its successful shove attack.
Available for: Cleric, Druid, Sorcerer, Wizard with Labyrinth Specialization

Temporal Magic

Deep Magic Volume 1

Anticipate Attack

2-level Divination

Casting Time: 1 reaction, which you take when you are attacked but before the attack roll is made
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack’s range, are in a space that's impossible for the attack to hit, or can’t be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed—you have moved into a position where you have cover, for example—then the attack is made after taking the new situation into account.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard with Temporal Specialization

Deep Magic Volume 1

Decelerate

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a toy top
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You slow the flow of time around a creature within range that you can see. The creature must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.    Until the spell ends, on a failed save the target’s speed is halved again at the start of each of your turns. For example, if a creature with a speed of 30 feet fails its initial saving throw, its speed drops to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet on a failed save, then to 5 feet on the following round on another failed save. Decelerate can’t reduce a creature’s speed to less than 5 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 2nd.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard with Temporal Specialization
< Eldarr Liturgy
Esteem for the Balance

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