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Innate Identity

Level 2 Spells

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

Deep Magic Volume 1

Dome of Silence

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minute
Damage/Effect: Protection
An invisible dome encompasses a 10-foot-radius around you, creating a damper for any sound traveling into or out of the area. Creatures can pass through the dome normally, but sound does not. You and any creatures in the dome can hear one another, but nothing outside. Likewise, any noise made in the dome of silence cannot be heard outside it. Any attack that deals thunder damage dispels the dome, but the dome reduces that damage to any creatures inside it by half.
Available for: Bard, Cleric, Sorcerer

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

Book of Ebon Tides

Shadow Adaptation

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a scrap of black cloth
Duration: 8 hours
Damage/Effect: Shadow
Your flesh and clothing pale and become faded as your body takes on a tiny fragment of the Shadow Realm. For the duration of this spell, you are immune to shadow corruption and have resistance to necrotic damage. In addition, you have advantage on saving throws against effects that reduce your Strength score or hit point maximum, such as a shadow’s Strength Drain or the Harm spell.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.220)

Shadow Shield

2-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
A misty black barrier of magical force appears and protects you. Until the start of your next turn, you have a +8 bonus to AC, including against the triggering attack, and you are immune to force and radiant damage.
Available for: Sorcerer, Wizard

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 1

Althea's Travel Tent

2-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 5 minutes
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a canvas tent
Duration: 8 hours
Damage/Effect: Utility
You touch an ordinary, properly pitched canvas tent to create a space where you and a companion can sleep in comfort.   From the outside, the tent appears normal, but inside it has a small foyer and a larger bedchamber. The foyer contains a writing desk with a chair; the bedchamber holds a soft bed large enough to sleep two, a small nightstand with a candle, and a small clothes rack. The floor of both rooms is a clean, dry, hard-packed version of the local ground.   When the spell ends, the tent and the ground return to normal, and any creatures inside the tent are expelled to the nearest unoccupied spaces.
At higher levels: When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged. With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen. With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies). With a 6th-level slot, a third room is added that has three two-person beds. With a slot of 7th level or higher, the dining area and second sleeping area can each accommodate eight persons.
Available for: 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 2 (p.152)

Chergui's Swift Blessing

2-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
You ensorcel a Medium vehicle powered by wind, increasing its speed by 10 feet or 1 mile per hour (whichever is most appropriate for the vehicle) for the duration. In addition, until this spell ends, the pilot of the vehicle can use an action to turn the vehicle up to 90 degrees, quickly changing the vehicle’s direction.
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. When you cast this spell using a spell slot of 4th level or higher, the size of vehicle you can ensorcel increases by one size category for every two slot levels above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.154)

Clinging Shadow

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Debuff
You create a wall of oily, black smoke on a solid surface within range. You can make the wall up to 30 feet long, 10 feet high, and 1 inch thick. The wall is opaque and lasts for the duration.    When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature is covered in a sticky, heavy film of shadow until the spell ends. A creature covered in the shadowy film is blinded, takes a −1 penalty to its AC, and can’t benefit from being invisible. Furthermore, the first time a creature enters the wall or ends its turn there, the creature must make the Dexterity saving throw.    A creature covered in the shadowy film can take an action to wipe off the film, ending the effect on itself.
Available for: Sorcerer, Warlock, Wizard

PHB

Cloud of Daggers

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (5 ft. cube)
Components: Verbal Somatic, Material
Materials: a sliver of glass
Duration: Concentration, 1 minute
Damage/Effect: Slashing
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

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 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

Deep Magic Volume 1

Doom of the Slippery Rogue

2-level Conjuration

Casting Time: 1 action
Range/Area: 40ft.
Components: Verbal, Somatic, Material
Materials: bacon fat
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
A doom of the slippery rogue spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls prone.
Available for: Bard, 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

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

SRD

Misty Step

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.208)

Poisoned Portal

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Poison
You corrupt one opening, door, portal, or other threshold you can see within range with invisible, poisonous fumes. When you cast this spell, choose one threshold up to 10 feet wide and up to 10 feet tall. Each creature that passes through the opening must make a Constitution saving throw. On a failed save, a creature takes 2d4 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half the damage and isn’t poisoned. At the end of each of its turns, a poisoned creature can make another Constitution saving throw, ending the poisoned condition on itself on a success.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, 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.220)

Shadow Shunt

2-level Conjuration

Casting Time: 1 reaction, which you take when you are targeted by an attack or when you are in the area of a spell that deals damage.
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
You enter the Plane of Shadow just as danger approaches. You vanish from your current plane of existence and appear in the Plane of Shadow until the start of your next turn, avoiding the triggering attack or spell. While on the Plane of Shadow, you are paralyzed, but you can see and hear the plane you originated from, which appears in shades of gray. At the start of your next turn, you reappear in the space you previously occupied or in the nearest unoccupied space.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.222)

Shamal's Grasp

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You create a blast of wind and debris that buffets a creature you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is buffeted by wind for the duration. On a successful save, the target takes half the damage and isn’t buffeted by wind.    Until the spell ends, you can use a bonus action on each of your subsequent turns to increase the intensity of the winds buffeting the target. Choose a direction. The target takes 1d8 bludgeoning damage, and it must spend 2 feet of movement for every 1 foot it moves in that direction. At the end of each of its turns, the target can make another 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, the damage (both initial and later) increases by 1d8 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Strixhaven: A Curriculum of Chaos

Vortex Warp

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Teleportation
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Available for: Artificer, Sorcerer, Wizard

SRD

Web

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (20 ft. cube)
Components: Verbal, Somatic, Material
Materials: a bit of spiderweb
Duration: Concentration, 1 hour
Attack/Save: DEX Save
Damage/Effect: Restrained
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.   If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.   Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.   A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.   The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Available for: Sorcerer, Wizard, Artificer

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

Divination

SRD

Detect Thoughts

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a copper piece
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Detection
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.   You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.   You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.   Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Discern Weakness

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a glass lens
Duration: Concentration, 1 minute
Damage/Effect: Utility
You divine the weak points in your foes’ defenses, allowing you to strike with deadly effect. If you score a critical hit or a successful sneak attack on an opponent, roll damage twice and take the better result.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Distracting Divination

2-level Divination

Casting Time: 1 reaction, which you take when an enemy tries to cast a spell
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy tries to cast a spell, make a melee spell attack against that enemy. On a hit, the enemy’s spell fails and has no effect; the enemy’s action is used up but the spell slot isn’t expended.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

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

Deep Magic Volume 2 (p.178)

Fever's Gift

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You infect yourself with a magical fever for the duration. While infected, you are poisoned, and you can use a bonus action on each of your turns to experience a portentous hallucination. If you do so, one friendly creature within 60 feet of you that can see or hear you has advantage on the next ability check, attack roll, or saving throw it makes before the start of your next turn.
Available for: Bard, Cleric, Sorcerer

XGtE

Mind Spike

2-level Divination

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Psychic
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
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: Sorcerer, Warlock, Wizard

SRD

See Invisibility

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a pinch of talc
Duration: 1 Hour
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
Available for: Bard, Sorcerer, Wizard, Artificer

Deep Magic Volume 2 (p.217)

Seeking Fire

2-level Divination

Casting Time: 1 action
Range/Area: Self (15 ft. radius)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
A wave of seeking fire rolls out from you in a 15-foot radius. Each hostile creature in the area that is hidden or invisible and not behind total cover must make a Dexterity saving throw. On a failed save, a creature takes 2d4 fire damage, is revealed, and can’t benefit from being invisible until the end of its next turn. On a successful save, a creature takes half the damage and isn’t revealed.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 feet for every two slot levels above 2nd.
Available for: Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Shared Vision

2-level Divination

Casting Time: 1 action
Range/Area: 1 mile
Components: Somatic, Material
Materials: a glass eye
Duration: Concentration, 10 minutes
Damage/Effect: Communication
You target a willing creature that is familiar to you and within range. For the duration or until the target dismisses the effect on itself as an action, the target can see through your eyes, gaining the benefits of any special senses that you have. During this time the target can swap between their own vision and your vision as a bonus action.
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: Bard, Cleric, Sorcerer, Wizard

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

Planescape: Adventures in the Multiverse

Warp Sense

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
For the duration of this spell, you detect the location of planar gates and portals within 60 feet and the number of said portals. As an action, you can make a DC 20 Intelligence (Arcana) check to identify the gate key of a specific portal. If you have seen the portal in operation, you have a +2 bonus to this check.   This spell only functions on gates and portals. It does not detect conduits, vortices, paths, color pools, or other planar pathways, and the caster gains no information about them.
Available for: Sorcerer, Warlock, Wizard

Enchantment

Deep Magic Volume 1

Bedazzling Charm

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to charm a humanoid you can see within range. It makes a Wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. If the saving throw fails, the humanoid is charmed by a third humanoid you designate that both of you can see.    The spell ends after 1 minute, when you or any of your companions do anything harmful to either of the spell’s targets, or when the third humanoid disappears from the charmed creature’s sight.    The charmed creature regards the third creature as a friendly acquaintance and will follow it to keep it within sight. When the spell ends, the creature knows it was bedazzled by you to regard the third creature favorably.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Bleating Call

2-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Somatic, Material
Materials: a bit of fur or hair from a young beast or humanoid
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.    Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns.    When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell.    If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell. Creatures that can’t be charmed are immune to this spell.
Available for: Bard, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Charm of Great Fondness

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to charm a humanoid you can see within range. It makes aWisdom saving throw, with advantage if you or your companions are fighting it or if you are not the same species as the target. If the saving throw fails, the targeted humanoid becomes quite fond of you until the duration expires or until you or any of your companions do anything harmful to it.    The charmed creature regards you as a potential romantic partner and seeks to attract you in whatever manner is most appropriate to it. It might tell you jokes or clown around, give you a (modest) gift, flirt gently, flex its muscles and demonstrate its athletic prowess, or compose a love poem to you. When the spell ends, the creature knows it was charmed by 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.The creatures must be within 30 feet of each other when you target them. If two or more creatures fail their saving throws, they fall to bickering between themselves over who is more worthy of your affection.
Available for: Sorcerer, Warlock, Wizard

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

Deep Magic Volume 1

Convoluted Dictum

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a long, twisted piece of red ribbon
Duration: Concentration, 1 minute
Attack/Save: WIS Save
You manipulate the thinking of a creature within range, compelling it to take longer, more elaborate means to complete actions. The target must succeed on a Wisdom saving throw or take only one action or bonus action on its turn until the spell ends.    If the target tries to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t do so, the spell is wasted. If the target interacts with an object while taking its action, such as drawing a sword as part of an attack, it must also roll a d20. On an 11 or higher, it must make the interaction with the object its sole action on that round, taking the Use An Object action.    In the example given, the target would take its action drawing the sword with an extensive amount of flourish or drama and be unable to attack with it until its next turn. At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Crown of Madness

2-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.   While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.   The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.   On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.165)

Discord

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: WIS Save
Damage/Effect: Control
You disrupt the harmony between up to three creatures you can see within range. Each target must succeed on a Wisdom saving throw or become hostile to each other target until the start of your next turn. Until the spell ends, targets that failed the saving throw can’t help each other, target each other with beneficial spells or effects, or similarly work together on their turns. At the GM’s discretion, the creatures might attack each other, might compete for the tastiest among you and your friends, or similarly act against each other.
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, Sorcerer, Wizard

Deep Magic Volume 1

Gift of Resilience

2-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 24 hours
Damage/Effect: Buff
A willing creature you touch has advantage on the first three death saving throws it attempts before the duration of the spell expires.
At higher levels: When you cast this spell using a spell slot of 5th, 6th, or 7th level, the maximum duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the maximum duration increases to 72 hours.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.183)

Gift of the Golden Tongue

2-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
You touch a willing Humanoid, and for the duration, the target has advantage on all Charisma checks. Additionally, any Charisma checks made against the target have disadvantage.
At higher levels: If you cast this spell using a spell slot of 3rd level or higher, you can either target one additional creature or increase the duration of the spell by 1 hour for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Heartache

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a silver locket
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Psychic
You force an enemy to experience pangs of unrequited love and emotional distress.These feelings manifest with such intensity that the creature takes 5d6 psychic damage on a failed Charisma saving throw, or half the damage on a successful save.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

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 Voume 1

Indecision

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
Choose a creature you can see within range. The target must succeed on a Charisma saving throw or be overcome with indecision. On a failed save, the target takes its entire turn to perform its next action due to the creature’s hesitation. If the creature fails the saving throw by 5 or more, it takes no action that round. If the creature has moved before taking an action, its action does not occur until the start of its next turn. Each round, the creature can attempt another saving throw at the start of its turn. On a successful save, the spell ends. This spell has no effect on a creature with an Intelligence score of 5 or lower.
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: Bard, Sorcerer, 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

Power Word Kneel

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an emerald worth at least 100 gp
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
When you shout this word of power, creatures within 20 feet of a point you specify are compelled to kneel down facing you. A kneeling creature is treated as prone. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a successful save. The effect ends immediately on any creature that takes damage while kneeling.
Available for: Bard, Cleric, Sorcerer, Warlock, 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

SRD

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: a snake's tongue and either a bit of honeycomb or a drop of sweet oil
Duration: Concentration, 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.   The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.   If you or any of your companions damage the target, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Tasha's Cauldron of Everything

Tasha's Mind Whip

2-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal
Duration: 1 round
Attack/Save: INT Save
Damage/Effect: Psychic
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Available for: Sorcerer, Wizard

Book of Ebon Tides

Ugly Duckling

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a shard of mirror
Duration: Concentration, 1 hour
Attack/Save: CHA Save
Damage/Effect: Fey
One creature of your choice within range must make a Charisma saving throw. On a failed save, the target has disadvantage on all Charisma checks it makes and anyone it speaks to is indifferent to them for the duration. If the target succeeds on a Charisma check while under the effect of this spell, it can make a new saving throw to overcome the effect.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional target for each slot level used above 2nd.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.236)

Vision Slip

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
You cause the vision of up to three creatures you can see within range to blur, slide, and churn in a nauseating fashion. Each target must succeed on a Constitution saving throw or be blinded until the end of its next turn. A creature that fails the saving throw by 5 or more is also poisoned for 1 minute.
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, Sorcerer, Wizard

Evocation

XGtE

Aganazzar's Scorcher

2-level Evocation

Casting Time: 1 action
Range/Area: 30ft. (30 ft. line)
Components: Verbal, Somatic, Material
Materials: a red dragon's scale
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Sorcerer, Wizard

Deep Magic Volume 1

Black Swan Storm

2-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a feather from a black swan
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Force
You call forth a whirlwind of black feathers that fills a 5-foot cube within range. The feathers deal 2d8 force damage to creatures in the cube’s area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, and from dim light to darkness). Creatures that make a successful Dexterity saving throw take half the damage and are still affected by the change in light.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the feathers deal an extra 1d8 force damage for each slot level above 2nd.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.154)

Combust the Dead

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire, Piercing
You fill the body of one Medium or smaller dead creature you can see within range with fiery magic, causing it to explode in a burst of flame and bony shrapnel. Each creature within 10 feet of the body must make a Dexterity saving throw, taking 1d8 fire damage and 2d8 piercing damage on a failed save, or half as much damage on a successful one. A body can be targeted by this spell only once. If the target body was dead for more than one week, the body is completely destroyed, and the creature can be restored to life only by means of a True Resurrection or a Wish spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

SRD

Darkness

2-level Evocation

Casting Time: 1 action
Range/Area: 60 ft. (15 ft. sphere)
Components: Verbal, Material
Materials: bat fur and a drop of pitch or piece of coal
Duration: Concentration, 10 minutes
Damage/Effect: Control
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.   If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Doom of Consuming Fire

2-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a dead coal or a fistful of ashes
Duration: Concentration, 1 minute
Attack/Save: Aura
Damage/Effect: Cold
You are wreathed in cold, purple fire that damages creatures near you. You take 1d6 cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell and at the start of each of your turns while the spell is in effect take 1d8 cold damage.
At higher levels: When you cast this spell using a 3rd-level spell slot, the purple fire extends 10 feet from you, you take 1d8 cold damage, and other creatures take 1d10 cold damage. When you cast this spell using a 4th-level slot, the fire extends 15 feet from you, you take 1d10 cold damage, and other creatures take 1d12 cold damage. When you cast this spell using a slot of 5th level or higher, the fire extends to 20 feet, you take 1d12 cold damage, and other creatures take 1d20 cold damage.
Available for: Cleric, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Ember Belly

2-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. line)
Components: Somatic, Material
Materials: a flask of oil, which the spell consumes
Duration: 8 hours
Attack/Save: DEX Save
Damage/Effect: Fire
You swallow the oil consumed in the casting of the spell. Once before the spell ends, you can exhale the oil as a bonus action, igniting it as you expel it from your body. Each creature in a 5-foot-wide, 30-foot-long line must make a Dexterity saving throw, taking 2d10 fire damage on a failed save, or half as much damage on a successful one.   Once you exhale the oil, the spell ends.
Available for: Bard, Ranger, Sorcerer, Wizard

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 1

Lacerate

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a shard of bone or crystal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: slashing
You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a violent spray of blood, and the target gains one level of exhaustion.
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, Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.195)

Lightning Rod

2-level Evocation

Casting Time: 1 action
Range/Area: Self (10 ft. radius)
Components: Verbal, Somatic, Material
Materials: a metal weapon
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Lightning
You thrust your weapon into the air and call down a bolt of lightning into it. The lightning flows through you and out into those nearby. You take 1d6 lightning damage, and each creature within 10 feet of you must make a Dexterity saving throw, taking 2d12 lightning damage on a failed save, or half as much damage on a successful one. If a creature’s saving throw fails by 5 or more, it is also knocked prone. If you cast this spell during a lightning storm, all the damage is doubled, including the damage to yourself.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage to yourself increases by 1d6 and the damage to others increases by 1d12 for each slot level above 2nd.
Available for: Cleric, Paladin, Sorcerer, Wizard

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

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

Deep Magic Volume 2 (p.210)

Power Word Rebound

2-level Evocation

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you is hit by an attack that targets only one creature
Range/Area: 60ft.
Components: Verbal
Duration: Instant
You utter a word of power as a weapon or spell hits a creature you can see within range. The attack rebounds on the attacker, using all the same attack and damage rolls against the attacker.
Available for: Bard, Sorcerer, Warlock, Wizard

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

Fizban's Treasury of Dragons

Rime's Binding Ice

2-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. cone)
Components: Somatic, Material
Materials: a vial of meltwater
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Cold
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
Available for: Sorcerer, Wizard

Deep Magic Volume 1

Rolling Thunder

2-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a sliver of metal from a gong
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30 feet long and 5 feet wide. Each creature in the line must make a successful Constitution saving throw or be deafened for 1 minute. A creature made of material such as stone, crystal, or metal has disadvantage on its saving throw against this spell. While a creature is deafened in this way, it is wreathed in thundering energy; it takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Sorcerer, Warlock, Wizard

SRD

Scorching Ray

2-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged
Damage/Effect: Fire
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Available for: Sorcerer, Wizard

SRD

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (10 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a chip of mica
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's 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: Bard, Sorcerer, Warlock, Wizard

XGtE

Snilloc's Snowball Swarm

2-level Evocation

Casting Time: 1 action
Range/Area: 90ft. (5 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a piece of ice or a small white rock chip
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Cold
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold 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 2nd.
Available for: Sorcerer, Wizard

Deep Magic Volume 1

Solitary Fireball

2-level Evocation

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a candle and a pinch of sulfur
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
A bright streak flashes from your pointing finger to a point you choose within range, where it blossoms with a low roar to engulf a single creature in searing flame. That creature takes 6d6 fire damage, or half damage with a successful Dexterity saving throw. Solitary fireball does not ignite other flammable objects.
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: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.228)

Strafe

2-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
You speed across the battlefield, releasing small bursts of magic at those you pass. Move up to twice your speed in a straight line. This movement ends early if you would pass through the space of a creature of your size, stopping your move in an unoccupied space within 5 feet of that creature. This movement doesn’t provoke opportunity attacks.    Each creature within 5 feet of a space you enter during this movement must make a Dexterity saving throw, taking 2d4 force 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 1d4 for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, 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

SRD

Blur

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Deception
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Available for: Sorcerer, Wizard, Artificer

Deep Magic Volume 2 (p.152)

Chittrk'k's Soul Fire

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic, Material
Materials: a stick of charcoal or a chip of moonstone worth at least 5 gp
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
You summon a bit of greenish fire to the top of your head, into one hand, or at the tip of your tail. It flares brightly, and all creatures that see your soul fire must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature seeks to follow the light, even into areas of bright light or darkness or into shallow water. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Dead Walking

2-level Illusion

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: a copper piece
Duration: Concentration, 1 hour
Damage/Effect: Summoning
As part of the casting of this spell, you place a copper piece under your tongue. This spell makes up to six willing creatures you can see within range invisible to undead for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for all targets if one target attacks or casts a spell.
At higher levels: When you cast this spell using a 3rd-level spell slot, it lasts for 1 hour without requiring your concentration. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Available for: Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.171)

Doomed

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a crow feather
Duration: Concentration, 1 minute
Attack/Save: WIS
Damage/Effect: Psychic
You convince a creature you can see within range that it can’t escape impending doom. The target must make a Wisdom saving throw. On a failed save, the target believes any attacks that miss it are actually hitting it. Each time a creature misses an attack against the target, the target takes 1d6 psychic damage. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an eyelash encased in gum arabic
Duration: Concentration, 1 hour
Damage/Effect: Invisible
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
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, Sorcerer, Warlock, Wizard, Artificer

SRD

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Deception
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Available for: Sorcerer, Warlock, Wizard

Fizban's Treasury of Dragons

Nathair's Mischief

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft. (20 ft. cube)
Components: Somatic, Material
Materials: a piece of crust from an apple pie
Duration: Concentration, 1 minute
Damage/Effect: Control
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
d4Michievous Surge Effect
1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.
Available for: Bard, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Obscure Object

2-level Illusion

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Invisible
An object you can see within range becomes invisible until the spell ends. The object can be no larger than a 5-foot cube, and it can’t be worn by a creature.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Phantasmal Force

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft. (10 ft. cube)
Components: Verbal, Somatic, Material
Materials: a bit of fleece
Duration: Concentration, 1 minute
Attack/Save: INT Save
Damage/Effect: Psychic
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.   The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Available for: Bard, Sorcerer, Wizard

XGtE

Shadow Blade

2-level Illusion

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Psychic
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.   If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At higher levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Available for: Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Switched Form

2-level Illusion

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Utility
This spell allows you to change the appearance of two humanoids that you can see within range. Each target takes on an illusory disguise, making it look like the other target—including its armor, clothing, weapons, and other belongings on its person. Each creature can seem 1 foot shorter or taller; the disguise otherwise replicates the other target’s physical features as accurately as possible. The spell lasts for the duration, unless you use your action to dismiss it sooner.   The changes wrought by this spell fail to hold up to physical inspection. For example, if this spell causes a creature to gain a cape from its disguise, objects pass through the cape, and anyone who touches it would feel nothing or would feel the creature’s back or shoulders. If this spell causes a creature to appear thinner than it is, the hand of someone who reaches out to touch the creature would bump into it while it was seemingly still in midair.   A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Available for: Bard, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Transparency

2-level Illusion

Casting Time: 1 reaction, which you take when your location would be revealed to a creature while you are hidden or unseen
Range/Area: Self
Components: Somatic
Duration: 1 round
Damage/Effect: Invisible
You temporarily become invisible to stop yourself from being discovered by the triggering creature. Until the end of your next turn, you remain invisible and your steps make no sound, regardless of the surface you are moving across. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends early if you attack or cast a spell.
Available for: Bard, Sorcerer, Warlock, Wizard

Necromancy

Deep Magic Volume 1

Animate Ghoul

2-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a piece of rotting flesh and an onyx gemstone worth 100 gp
Duration: Instant
Damage/Effect: Summoning
You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard Ghoul stat block.
At higher levels: When you cast this spell using a 3rd-level spell slot, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level or higher, this spell creates a Ghast, but the material component changes to an onyx gemstone worth at least 200 gp.
Available for: Cleric, Sorcerer, Wizard

SRD

Blindness/Deafness

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Blinded or Deafened
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, 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.
Available for: Bard, Cleric, Sorcerer, Wizard

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 2 (p.200)

Merchant of Minutes

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small, empty hourglass
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
A black corona surrounds a creature you can see within range, stealing time from it and causing it to age. Spectral, black sand flakes away from the corona around the target and settles into the hourglass you are holding. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage, and it ages one hour. On a successful save, the target takes half the damage and doesn’t age one hour.    As part of casting this spell or as a bonus action on a subsequent turn but before your next long rest, you can consume this stolen hour of time. Alternatively, you can gift the time to a friendly creature you can see within range. As a bonus action at any point before your next long rest, that creature can consume the stolen time.    A creature that consumes the stolen hour of time can expend Hit Dice to regain hit points as if it had completed a short rest. The creature doesn’t gain any other benefits of a short rest.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and ages the target an additional hour for each slot level above 2nd. The stolen time can be shared with multiple creatures and must be used in 1-hour increments.
Available for: Sorcerer, Warlock, Wizard

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

Deep Magic Volume 2 (p.239)

Wound Surge

2-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Necrotic
You speak a profane word, causing the wounds on nearby creatures to worsen. Choose up to two creatures you can see within range that don’t have all their hit points. Each target must make a Wisdom saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one. If you say a target’s name as part of casting this spell, and the target fails the saving throw, that target is also stunned until the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Cleric, Sorcerer, Warlock, Wizard

Transmutation

SRD

Alter Self

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Shapechanging
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.   Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.   Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.   Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Available for: Sorcerer, Wizard, Artificer

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 2 (p.142)

Bearing Barrage

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: up to ten ball bearings, which the spell consumes
Duration: 10 minutes
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
Up to ten ball bearings you are holding become imbued with minor magic while they remain in your possession. You can throw one of the ball bearings at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d6 bludgeoning damage. Until the spell ends, you can make the attack again on each of your turns as an action. The spell ends early if all imbued ball bearings have been thrown.
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: Sorcerer, Wizard

Deep Magic Volume 2 (p.147)

Bromn's Earthen Escape

2-level Transmutation

Casting Time: 1 reaction, which you take when a friendly creature you can see within 60 feet of you is attacked
Range/Area: 60ft.
Components: Somatic
Duration: Instant
You throw your hand above your head, clenching it into a fist as you do, and the friendly creature, which can include yourself, that was attacked is magically pulled into and through the ground by an earthen hand. The hand pops up in an unoccupied space on the ground within 30 feet of where the target was previously located and deposits the target in that space before disappearing. The triggering attack against the target fails.    The area within 10 feet of the origin and destination spaces becomes difficult terrain until the start of your next turn.    You and the target must be on the same ground, rock, soil, sand, or similarly earthen surface, or the spell fails.
Available for: Sorcerer, 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

Dragon's Breath

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch (15 ft. cone)
Components: Verbal, Somatic, Material
Materials: a hot pepper
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Acid, Cold, Fire, Lightning, or Poison
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Sorcerer, Wizard

Book of Ebon Tides

Drayfn's Blunted Blade

2-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a rusty shard of iron
Duration: Concentration, 1 minute
Attack/Save: STR Save
Your target’s weapon rapidly corrodes. A creature of your choice within range that is holding a manufactured, nonmagical weapon in one of its hands must succeed on a Strength saving throw. On a failed save, the target must roll all weapon damage dice twice and take the lower result. If the spell ends before 1 minute has passed, the target’s weapon returns to its normal state. Otherwise, the weapon breaks down into a pile of rust or wood chips, as appropriate.
Available for: Bard, Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard

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

SRD

Enlarge/Reduce

2-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a pinch of powdered iron
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Buff
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.   If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.   Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.   Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Available for: Sorcerer, Wizard, Artificer

Deep Magic Volume 1

Exude Acid

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Concentration, 10 minutes
Damage/Effect: Acid
You cause your body to produce a caustic acid. You and anything you were holding or carrying when the spell is cast is immune to the acid. While the spell is active, you can make a melee attack roll against a target, dealing 4d4 acid damage on a hit. If you are grappling a creature, it takes the acid damage every round on your turn, as if you had made a successful attack. If you are grappled by a creature, or restrained or immobilized by physical means (ropes, chains, or similar restraints), the creature or the restraints takes the acid damage each round.
Available for: Sorcerer, Warlock, 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

Deep Magic Volume 2 (p.187)

Heavy Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a small marble of lead
Duration: Concentration, 1 minute
Damage/Effect: Utility
Choose a manufactured metal object, such as a metal weapon, a suit of heavy or medium metal armor, or a metal statue, that you can see within range. The object’s size can’t be larger than a 5-foot cube. The object’s density instantly increases, making the object ten times heavier.    A weapon affected by this spell gains the Heavy property and loses the Finesse property, if it has that property. A creature wielding a weapon affected by this spell has disadvantage on attack rolls with the weapon, and the weapon deals an extra 1d6 force damage on a hit. If an affected weapon is two-handed, a creature that starts its turn holding that weapon must succeed on a Strength saving throw or drop the weapon.    While a creature wears armor that is affected by this spell, the creature gains a +2 bonus to its AC, and its speed is reduced depending on the type of armor: reduced by 5 feet if the armor is light, halved if the armor is medium, and reduced to 5 feet if the armor is heavy.
Available for: Cleric, Sorcerer, Wizard

Strixhaven: A Curriculum of Chaos

Kinetic Jaunt

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.
  • Your walking speed increases by 10 feet.
  • You don’t provoke opportunity attacks.
  • You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
Available for: Artificer, Bard, Sorcerer, Wizard

SRD

Knock

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Damage/Effect: Utility
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.   A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.   If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.   When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Available for: Bard, Sorcerer, Wizard

SRD

Levitate

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Movement
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.   The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.   When the spell ends, the target floats gently to the ground if it is still aloft.
Available for: Sorcerer, Wizard, Artificer

Deep Magic Volume 1

Lock Armor

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of rust and metal shavings
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. On a failed save, the spell causes metal to cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are paralyzed. An affected creature or construct can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.    A Grease spell dispels lock armor on everything in its area.
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: Sorcerer, Warlock, Wizard

XGtE

Maximilian's Earthen Grasp

2-level Transmutation

Casting Time: 1 action
Range/Area: 30ft. (5 ft. square)
Components: Verbal, Somatic, Material
Materials: a miniature hand sculpted from clay
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.   As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.   To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.   As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.210)

Power Word Vulnerability

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
You utter a word of power and one creature you can see within range becomes vulnerable to one of the following damage types of your choice: bludgeoning, piercing, or slashing. If the target is normally immune to the chosen damage type, it has resistance to that type of damage instead. The target must make a Wisdom saving throw at the end of each of its turns. On a successful save, this vulnerability ends.
Available for: Bard, Sorcerer, Warlock, Wizard

XGtE

Pyrotechnics

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft. (5 ft. cube)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Blinded
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.   Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.   Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Available for: Artificer, Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.216)

Rubbery Body

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a tentacle from a small or smaller aberration
Duration: Concentration, 1 minute
Damage/Effect: Buff
Your touch changes the composition of a willing creature’s flesh to an oily rubber. Until the spell ends, the target has resistance to bludgeoning damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. When you cast this spell using a spell slot of 7th level or higher, the target has immunity to bludgeoning damage until the spell ends instead.
Available for: Sorcerer, Wizard

SRD

Spider Climb

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a drop of bitumen and a spider
Duration: Concentration, 1 hour
Damage/Effect: Buff
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Available for: Sorcerer, Warlock, Wizard, Artificer

Deep Magic Volume 1

Spy My Shadow

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Utility
You bring your shadow to life as a tenebrous spy that can slip under doors, between shutters, and through the narrowest of cracks. You can stretch your shadow up to ten times your height and move it as you desire. It remains two-dimensional and cannot interact with physical objects. You can spy through your shadow’s eyes and ears as if they were your own, but magically enhanced senses do not work through this spell. You can utilize the Stealth skill normally if trying to keep your shadow’s presence a secret: it gains advantage on Dexterity (Stealth) checks in dim lighting but disadvantage on Dexterity (Stealth) checks in brightly lit areas.
Available for: Sorcerer, Warlock, Wizard

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

Deep Magic Volume 1

Vomit Tentacles

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of tentacle
Duration: 5 rounds
Damage/Effect: Buff
Your jaws distend and dozens of thin, slimy tentacles emerge from your mouth to grasp and bind your opponents. Make a melee spell attack against a foe within 15 feet of you. On a hit, the target takes bludgeoning damage equal to 2d6 + your Strength modifier and is grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained and it takes the same damage at the start of each of your turns. You can grapple only one creature at a time.    The Armor Class of the tentacles is equal to yours. If they take slashing damage equal to 5 + your Constitution modifier from a single attack, enough tentacles are severed to enable a grappled creature to escape. Severed tentacles are replaced by new ones at the start of your turn. Damage dealt to the tentacles doesn’t affect your hit points. While the spell is in effect, you are incapable of speech and can’t cast spells that have verbal components.
Available for: Sorcerer, Warlock, Wizard

Specialized

Alkemancy Magic

Deep Magic Volume 1

Boiling Oil

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a vial of oil
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
You conjure a shallow, 15-foot-radius pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature that enters the pool or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and falls prone. On a successful save, a creature takes half as much damage and doesn’t fall prone.
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: Sorcerer, Wizard with Alkemancy Specialization

Blood Magic

Deep Magic Volume 1

Bloodshot

2-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Fire, Psychic
You launch a jet of boiling blood from your eyes at a creature within range. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.
Available for: Sorcerer, Warlock, Wizard with Blood Specialization

Deep Magic Volume 1

Blood Lure

2-level Enchantment

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: a container or pool of blood
Duration: 1 minute
Damage/Effect: Control
You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded. Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature.
Available for: Cleric, Sorcerer, Wizard with Blood Specialization

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

Chaos Magic

Deep Magic Volume 1

Chaotic Vitality

2-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Melee Spell Attack
Damage/Effect: Damage
Make a melee spell attack against a creature that has a number of Hit Dice no greater than your level and has at least 1 hit point. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, your hit point total changes, as does the creature’s. Roll a d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result both to yourself and the target creature. Any hit points gained beyond a creature’s normal maximum are temporary hit points that last for 1 round per caster level.    For example, a 3rd-level spellcaster who currently has 17 of her maximum 30 hit points casts chaotic vitality on a creature with 54 hit points and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of 71 hit points. A result of 75 indicates that both creatures get 50 percent of the total, so the spellcaster and the target end up with 35 hit points each. In the spellcaster’s case, 5 of those hit points are temporary and will last for 3 rounds.   Hit Point Flux Table [
RangeAdjustment
1-90
10-391
40-6925%
70-8450%
85-9475%
95-99100%
100200% + Haste
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the maximum Hit Dice of the affected creature increases by 2 for each slot level above 2nd.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Mist of Wonders

2-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Control
A colorful mist surrounds you out to a radius of 30 feet. Creatures inside the mist see odd shapes in it and hear random sounds that don’t make sense. The very concepts of order and logic don’t seem to exist inside the mist.    Any 1st-level spell that’s cast in the mist by another caster or that travels through the mist is affected by its strange nature. The caster must make a Constitution saving throw when casting the spell. On a failed save, the spell transforms into another 1st-level spell the caster knows (chosen by the GM from those available), even if that spell is not currently prepared. The altered spell’s slot level or its original target or targeted area can’t be changed. Cantrips are unaffected. If (in the GM’s judgment) none of the caster’s spells known of that level can be transformed, the spell being cast simply fails.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, it affects any spell cast using a spell slot of any lower level. For instance, using a 6th-level slot enables you to transform a spell of 5th level or lower into another spell of the same level.
Available for: Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Bad Timing

2-level Divination

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Debuff
You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target gets a failure on a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Shifting the Odds

2-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Buff
By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting shifting the odds is made with disadvantage.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Elemental Twist

2-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a thin piece of copper twisted around itself
Duration: Concentration, 1 minute
Damage/Effect: Buff
During this spell’s duration, reality shifts around you whenever you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage. Assign each damage type a number and roll a d6 to determine the type of damage this casting of the spell deals. In addition, the spell’s damage increases by 1d6. All other properties or effects of the spell are unchanged.
Available for: Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Frenzied Bolt

2-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder
You direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes 3d8 damage, of a type determined by rolling on the Random   Damage Type table.
d6
Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder
  If your attack roll (not the adjusted result) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell, if you are particularly lucky—or unlucky.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by each casting of the spell, not once per bolt.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Timely Distraction

2-level Evocation

Casting Time: 1 action
Range/Area: 25ft.
Components: Verbal, Somatic, Material
Materials: a handful of sand or dirt thrown in the air
Duration: 3 rounds
Attack/Save: WIS Save
Damage/Effect: Control
You call forth a swirling, crackling wave of constantly shifting pops, flashes, and swept-up debris. This chaos can confound one creature. If the target gets a failure on a Wisdom saving throw, roll a d4 and consult the following table to determine the result. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the spell ends when its duration expires.
d4Condition
1blinded
2stunned
3deafened
4prone
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Clockwork Magic

Deep Magic Volume 1

Gear Barrage

2-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a handful of gears and sprockets worth 5 gp
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Slashing
You create a burst of magically propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half as much damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.
Available for: Sorcerer, Warlock, Wizard with Clockwork Specialization

Deep Magic Volume 1

Greater Analyze Device

2-level Conjuration

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a set of clockworker's tools
Duration: Instant
Damage/Effect: Utility
You discover all mechanical properties, mechanisms, and functions of a single construct, clockwork device, mechanical trap, or magic item, including how to activate or deactivate those functions, if appropriate.
Available for: Sorcerer, Wizard with Clockwork Specialization

Deep Magic Volume 1

Spin

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You designate a creature you can see within range and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. On a failed save, the creature spins in place for the duration of the spell. A spinning creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has spun for 1 round or longer becomes dizzy and has disadvantage on attack rolls and ability checks until 1 round after it stops spinning.
Available for: Sorcerer, Warlock, Wizard with Clockwork 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

Shade

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Protection
You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as Color Spray. The spell doesn’t alleviate blindness that’s already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight, those penalties don’t apply while you’re under the effect of this spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard with Dragon Specialization

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

Deep Magic Volume 1

Enhance Greed

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot. Enhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 minute, and another 10 feet can be added to its range, for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Wizard with Dragon Specialization

Deep Magic Volume 1

Treasure Chasm

2-level Enchantment

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic, Material
Materials: a gold coin
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes damage from you or one of your allies. Creatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot.
Available for: Sorcerer with Dragon Specialization

Fiendish Magic

Deep Magic Volume 1

Cloak of Fiendish Menace

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You wrap yourself in an aura of fiendish power, intimidating those that face you. When a creature is within 5 feet of you, it must make a Wisdom saving throw. On a failed save, the creature becomes frightened. A frightened creature can make another saving throw at the start of each of its turns. On a successful saving throw, the creature is no longer frightened and cannot again be affected by this particular casting of the spell. If you deal damage to a creature that is frightened by this spell, it must take the Dash action and move away from you by the safest available route on its next turn, unless there is nowhere to move. The creature is unable to move toward you again while the spell is in effect, unless it makes a successful saving throw against the spell.
Available for: Cleric, Sorcerer, Wizard with Fiendish 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

Deep Magic Volume 1

Thunderous Stampede

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Buff
This spell acts as thunderous charge, but affecting up to three targets within range, including yourself. A target other than you must use its reaction to move and attack under the effect of thunderous stampede.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the distance your targets can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 2nd.
Available for: Sorcerer, Warlock, Wizard with Labyrinth Specialization

Ring Magic

Deep Magic Volume 1

Reverberate

2-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a metal ring
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Thunder
You touch the ground at your feet with the metal ring, creating an impact that shakes the earth ahead of you. Creatures and unattended objects touching the ground in a 15-foot cone emanating from you take 4d6 thunder damage, and creatures fall prone; a creature that makes a successful Dexterity saving throw takes half the damage and does not fall prone.
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: Sorcerer, Warlock, Wizard with Ring Specialization

Deep Magic Volume 1

Bitter Chains

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a spiked metal ring
Duration: 1 minute
Attack/Save: Melee Spell Attack
Damage/Effect: Control
The spiked ring in your hand expands into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs. The creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.
Available for: Sorcerer, Warlock, Wizard with Ring Specialization

Shadow Magic

Deep Magic Volume 1

Negative Image

2-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a piece of reflective obsidian
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
You create a shadow-tunnel between your location and one other creature you can see within range. You and that creature instantly swap positions. If the target creature is unwilling to exchange places with you, it can resist the effect by making a Charisma saving throw. On a successful save, the spell has no effect.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Darkbolt

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Cold
You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range.The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray each ray that hits deals 1d10 cold damage. A target that was hit by one or more rays must make a successful Constitution saving throw or be unable to use reactions until the start of its next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Shadow Puppets

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of powdered lead
Duration: Concentration, 1 minute
Attack/Save: INT Save
Damage/Effect: Psychic
You animate the shadow of a creature within range, causing it to attack that creature. As a bonus action when you cast the spell, or as an action on subsequent rounds while you maintain concentration, make a melee spell attack against the creature. If it hits, the target takes 2d8 psychic damage and must make a successful Intelligence saving throw or be incapacitated 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: Sorcerer, Warlock, Wizard with Shadow 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
< Ancestral Birthright
I am magic, magic is me

Arcane Expressions

Things I Might Know A-Z

By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Alkemancy Magic
Blood Magic
Chaos Magic
Clockwork Magic
Dark Magic
Dragon Magic
Fiendish Magic
Labyrinth Magic
Ring Magic
Shadow Magic
Temporal Magic

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