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Noble Hymns

2nd Order Oratorios

Abjuration

SRD

Aid

2-level Abjuration

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic, Material
Materials: a tiny strip of white cloth
Duration: 8 hours
Damage/Effect: Buff
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Available for: Cleric, Paladin, Artificer

Obojima: Tales from the Tall Grass

Counterspy

2-level Abjuration

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

Deep Magic Volume 2 (p.158)

Court the Flame

2-level Abjuration

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

Deep Magic Volume 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 1

Holy Warding

2-level Abjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the allies you have chosen have resistance to normal weapon attacks, including bludgeoning, piercing, and slashing damage. If a target moves farther than 30 feet from you, the effect ends for that creature.
Available for: Bard, Cleric, Paladin, Wizard

SRD

Lesser Restoration

2-level Abjuration

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

Deep Magic Volume 1

Mantle of the Brave

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
You touch up to four individuals, bolstering their courage. The next time a creature affected by this spell must make a saving throw against a spell or effect that would cause the frightened condition, it has advantage on the roll. Once a creature has received this benefit, the spell ends for that creature.
Available for: Cleric, Paladin

SRD

Protection from Poison

2-level Abjuration

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

SRD

Warding Bond

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration
Duration: 1 hour
Damage/Effect: Buff
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.   The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Available for: Cleric

Conjuration

Book of Ebon Tides

Conjure Ferryman

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a couple of copper coins
Duration: Concentration, 1 hour
When standing on a riverbank or on the shore of some other body of water, you summon a ferry spirit and its boat, which appears in an unoccupied space that you can see within range. The spirit disappears when it drops to 0 hit points or when the spell ends. The spirit is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It takes you and up to 1 companion per your level across the river or body of water (no action required by you) or to other locations along the same water. If you don’t issue any such commands, it defends itself from hostile creatures but otherwise takes no actions.   If your concentration is broken, the ferry and its guide don’t disappear. Instead, you lose control of the conjured spirit, it becomes hostile toward you and your companions, and it might attack. An uncontrolled ferryman can’t be dismissed by you, and it disappears 1 hour after you summoned it.   The GM has the ferry spirit’s statistics (using those for Lesser Lunar Devil or Bearded Devil).
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the boat can take you and your companions across a planar boundary into the Ethereal Plane and then exit on another body of water (and using a Barbed Devil). When you cast this spell using a spell slot of 5th level or higher, it can traverse the River Styx between planes, taking you and your companions to distant parts of the multiverse (and using a Lunar Devil or Bone Devil).
Available for: Cleric, WIzard

Deep Magic Volume 1

Conjure Scarab Swarm

2-level Conjuration

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

Deep Magic Volume 1

Conjure Spectral Dead

2-level Conjuration

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a handful of bone dust, a crystal prism, and a silver coin
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon a Shroud to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration.    Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends.
At higher levels: When you cast this spell using a 3rd-level spell slot, you can choose to summon two Shrouds or one Specter. When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four Shrouds or one Will-O'-Wisp.
Available for: Cleric, Warlock, 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.225)

Spirit Balm

2-level Conjuration

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

Deep Magic Volume 2 (p.237)

Well of Frozen Missiles

2-level Conjuration

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

Divination

Deep Magic Volume 1

Ashen Memories

2-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Communication
You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire.    The GM determines the details of what is revealed.
Available for: Bard, Cleric, Wizard

SRD

Augury

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: specially marked sticks, bones, or similar tokens worth at least 25 gp
Duration: Instant
Damage/Effect: Foreknowledge
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.   If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Available for: Cleric

Strixhaven: A Curriculum of Chaos

Borrowed Knowledge

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a book worth at least 25 gp
Duration: 1 hour
Damage/Effect: Utility
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Available for: Bard, Cleric, Warlock, Wizard

Deep Magic Volume 1

By the Light of the Moon

2-level Divination

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

Deep Magic Volume 1

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

SRD

Find Traps

2-level Divination

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

Deep Magic Volume 1

Gift of Luck

2-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a four-leaf clover, a pair of dice, or a silver coin
Duration: 24 hours
Damage/Effect: Buff
You grant a touched creature a limited gift of luck. While the spell lasts, the target can gain advantage on any three rolls of its choice. Once three rolls have been affected by the gift of luck, 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, Warlock

Deep Magic Volume 1

Grain of Truth

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
You gain a bit of supernatural insight or advice. The first Intelligence or Charisma ability check you make within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM’s discretion, this spell can instead provide a piece of general advice equivalent to the benefit of an augury spell.
At higher levels: At the GM’s discretion, casting grain of truth using a 4th-level spell slot can provide advice equivalent to a Divination spell; a 5th-level spell slot can provide advice equivalent to a single answer from a Commune spell; and a 6th-level spell slot can provide advice equivalent to three answers from a Contact Other Plane spell.
Available for: Bard, Cleric, Warlock

SRD

Locate Object

2-level Divination

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

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

Deep Magic Volume 1

Warning Shout

2-level Divination

Casting Time: 1 reaction, which you take immediately before initiative is rolled
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Buff
You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gains advantage on its initiative roll.
Available for: Bard, Cleric, Paladin, Wizard

Enchantment

Deep Magic Volume 1

Blessed Rest

2-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a sprinkling of holy water
Duration: 8 hours
Damage/Effect: Healing
You place a benediction upon a creature, ensuring it a healthy rest. If the target takes a short rest, it can reroll any Hit Die spent for regaining hit points and take the higher roll. If the target takes a long rest, it regains up to two extra Hit Dice when resting, up to its maximum Hit Dice.    For example, if the target has eight Hit Dice, it can regain six spent Hit Dice upon finishing a long rest. Once the target has taken one rest (long or short), the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for every two slot levels above 2nd.
Available for: Cleric

SRD

Calm Emotions

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft. (20 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Charmed
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
  • You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Available for: Bard, Cleric

Deep Magic Volume 2 (p.167)

Doom of Destiny

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a cracked mirror
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
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 rolls with disadvantage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Cleric, 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

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 2 (p.205)

Palliative Censure

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control, Healing
Choose a creature you can see within range. The target must succeed on a Wisdom saving throw or be cursed for the duration. While cursed, each time the target deals damage with an attack, the damage is halved, and a creature you can see within 30 feet of the cursed target regains hit points equal to that amount immediately after the attack’s damage is dealt.
Available for: Cleric

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

SRD

Zone of Truth

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft. (15 ft. sphere)
Components: Verbal, Somatic
Duration: 10 minutes
Attack/Save: CHA Save
Damage/Effect: Control
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Available for: Bard, Cleric, Paladin

Evocation

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

Deep Magic Volume 2 (p.157)

Contagious Healing

2-level Evocation

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

SRD

Continual Flame

2-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: ruby dust worth 50 gp, which the spell consumes
Duration: Until Dispelled
Damage/Effect: Creation
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Available for: Cleric, Wizard, Artificer

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

Deep Magic Volume 1

Fire Darts

2-level Evocation

Casting Time: 1 action
Range/Area: 20ft.
Components: Verbal, Somatic, Material
Materials: a fire the size of a small campfire or larger
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
When this spell is cast on any fire that’s at least as large as a small campfire or cooking fire, three darts of flame shoot out from the fire toward creatures within 30 feet of the fire. Darts can be directed against the same or separate targets as the caster chooses. Each dart deals 4d6 fire damage, or half as much damage if its target makes a successful Dexterity saving throw
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Cleric, Druid, Wizard

Deep Magic Volume 2 (p.187)

Heartfire

2-level Evocation

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

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

SRD

Prayer of Healing

2-level Evocation

Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Healing
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Available for: Cleric

Deep Magic Volume 1

Shared Sacrifice

2-level Evocation

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Healing
You and up to five of your allies within range contribute part of your life force to create a pool that can be used for healing. Each target takes 5 necrotic damage (which can’t be reduced but can be healed normally), and those donated hit points are channeled into a reservoir of life essence. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and drawing hit points from the pool into the injured creature. The injured creature heals a number of hit points equal to your spellcasting ability modifier, and the hit points in the pool decrease by the same amount. This process can be repeated until the pool is exhausted or the spell’s duration expires.
Available for: Cleric, Paladin

SRD

Spiritual Weapon

2-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: Melee
Damage/Effect: Force
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.   As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.   The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
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: Cleric

Deep Magic Volume 2 (p.229)

Templar's Bellow

2-level Evocation

Casting Time: 1 action
Range/Area: 15ft.
Components: Verbal, Somatic
Duration: Instant
Your faith is focused into a short utterance or warcry, which extends out from you in a 15-foot radius and causes one of the following effects of your choice:    Rise. Each friendly creature within range that can hear you is magically set upright if it is prone and has advantage on the first attack roll it makes before the start of your next turn.   Ruin. Each hostile creature within range that can hear you must make a Wisdom saving throw, taking 2d6 radiant 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 dealt by the Ruin aspect increases by 1d6 each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, the range increases by 5 feet for every two slot levels above 2nd.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.230)

Templar's Mercy

2-level Evocation

Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of you is reduced to 0 hit points or makes a death saving throw
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
Your quick prayer prevents catastrophe. The target regains 1 hit point. The triggering effect is a death saving throw, the target regains the hit point immediately, even if the saving throw is the target’s third failed death saving throw.
Available for: Cleric, Paladin

Illusion

SRD

Silence

2-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120 ft. (20 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Control
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Available for: Bard, Cleric, Ranger

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

Deep Magic Volume 1

As You Were

2-level Necromancy

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a piece of flesh from a creature of the target's race
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
When cast on a dead or undead body, as you were returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails if the target is normally noncorporeal. If as you were is cast on a corpse, its effect is identical to that of gentle repose, except that the corpse’s appearance is restored to that of a healthy, uninjured (albeit dead) person.    If the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can speak) as it did in life. Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.)    Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal.    This spell doesn’t confer the ability to speak on undead that normally can’t speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before. The effect lasts for a number of hours equal to your caster level. You can use an action to end the spell early. Any amount of radiant or necrotic damage dealt to the creature, or any effect that reduces its Constitution, also ends the spell. If this spell is cast on an undead creature that isn’t your ally or under your control, it makes a Charisma saving throw to resist the effect.
Available for: Cleric, 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

SRD

Gentle Repose

2-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration
Duration: 10 days
Damage/Effect: Warding
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.   The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
Available for: Cleric, Wizard

Deep Magic Volume 2 (p.214)

Reaper's Balm

2-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of grave dirt mixed with resin
Duration: 1 hour
Your touch wards a creature against death. For the duration, the target has advantage on death saving throws. If a dying creature affected by this spell succeeds on three death saving throws and becomes stable, the spell ends.
Available for: Cleric, Paladin

Deep Magic Volume 1

Rotting Corpse

2-level Necromancy

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Material
Materials: a rotting piece of flesh from an undead creature
Duration: 3 days
Damage/Effect: Control
Your familiarity with the foul effects of death allows you to prevent a dead body from being returned to life using anything but the most powerful forms of magic. You cast this spell by touching a creature that died within the last 24 hours. The body immediately decomposes to a state that prevents the body from being returned to life by the raise dead spell (though a resurrection spell still works). At the end of this spell’s duration, the body decomposes to a rancid slime, and it can’t be returned to life except through a true resurrection spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional corpse for each slot level above 2nd.
Available for: Cleric, 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

Deep Magic Volume 2 (p.230)

Tooth of the Wyrm

2-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a dragon's tooth
Duration: Concentration, 1 minute
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
Your touch opens a magical wound in a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d4 necrotic damage. Until the spell ends, the target takes necrotic damage at the start of each of its turns. The necrotic damage increases by 1d4 each subsequent round, dealing 2d4 necrotic damage on the target’s first turn after being hit, 3d4 on the target’s second turn after being hit, and so on.    At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. A lesser restoration spell cast on the target also ends the spell.
Available for: Cleric, Wizard

Deep Magic Volume 2 (p.233)

Undead Syphon

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Radiant
An Undead you can see within range must succeed on a Wisdom saving throw or take radiant damage equal to 2d8 + your spellcasting ability modifier. You regain hit points equal to that amount.
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, Wizard

Deep Magic Volume 1

Unholy Defiance

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a pinch of earth from a grave
Duration: Concentration, 1 minute
Damage/Effect: Buff
Until the spell ends, undead creatures within range have advantage on saving throws against effects that turn undead. If an undead creature within this area has the Turning Defiance trait, that creature can roll a d4 when it makes a saving throw against an effect that turns undead and add the number rolled to the saving throw.
Available for: Cleric, 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

Obojima: Tales from the Tall Grass

At Your Side

2-level Transmutation

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

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

SRD

Enhance Ability

2-level Transmutation

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

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

Deep Magic Volume 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

Deep Magic Volume 2 (p.198)

Magnify Weapon

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: 1 minute
Damage/Effect: Buff
The first time you hit with a melee weapon attack before this spell ends, your weapon grows larger just before impact and deals one additional die of its damage. Then your weapon returns to its normal size, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can magnify your weapon for one additional hit before the spell ends for each slot level above 2nd.
Available for: Bard, Cleric, Paladin, Ranger

Deep Magic Volume 1

Poisonous Flesh

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a sprig of milkweed
Duration: Concentration, 1 hour
Attack/Save: CON Save
Damage/Effect: Poison
You make your flesh and blood poisonous, deterring creatures that might want to devour you. For the duration, any creature that hits you with a bite attack must make a Constitution saving throw. On a failed save, it takes 2d8 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and is not poisoned  Creatures with an Intelligence of 5 or lower will not willingly bite you again, seeking other prey instead. If such a creature is unable to disengage from combat with you, it will use other attack actions to deal damage if possible, but will continue to use its bite attack if it has no other option. If you are swallowed by a creature, immediately after you take whatever damage is dealt by the creature’s digestion, the creature takes 4d8 poison damage and is poisoned for 1 hour. A successful Constitution saving throw negates the poisoned condition. On its next turn, the creature uses an action to spit you out.
Available for: Cleric, Ranger, Warlock

Deep Magic Volume 1

Trench

2-level Transmutation

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

Specialized

Angelic Magic

Deep Magic Volume 1

Blessed Halo

2-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell’s duration, you can expend points from this pool to restore an equal number of hit points to one creature within 20 feet that you can see. Additionally, you have advantage on Charisma checks made against good creatures within 20 feet. If any of the light created by this spell overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the spell’s pool of healing points increases by 5 for each spell slot above 2nd, and the spell dispels magical darkness created by a spell of a level equal to the slot used to cast this spell.
Available for: Cleric, Wizard with Angelic Specialization

Blood Magic

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

Dark Magic

Deep Magic Volume 1

Grave Sense

2-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal
Duration: Concentration, 1 hour
Damage/Effect: Buff
You touch a willing undead creature or one that’s under your control. For the duration of the spell, you can use an action to see what the undead creature sees (including through darkvision, blindsight, tremorsense, or truesight), and to hear what it hears, until the start of your next turn. You use your own ability scores and skill proficiencies to spot things and to interpret the sensations you’re receiving.
Available for: Bard, Cleric, Wizard with Dark Specialization

Deep Magic Volume 1

Prayer of Resolve

2-level Evocation

Casting Time: 1 minute
Range/Area: 30ft.
Components: Verbal
Duration: 1 hour
Damage/Effect: Buff
You remind your allies of the perseverance that will be required of them. Each of up to six creatures you can see within range gains temporary hit points equal to 1d10 + your spellcasting ability modifier. This spell has no effect on undead or constructs. The temporary hit points last for 1 hour.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points gained by each creature increase by 1d10 for each slot level above 2nd.
Available for: Cleric, Paladin with Dark Specialization

Deep Magic Volume 1

Jerilyn's Cadaverous Uprising

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: the severed hand of a humanoid creature
Duration: 1 hour
Damage/Effect: Control
Specify a 5-foot-square space of natural ground (not solid stone) that you can see within range, then choose any undead creature of challenge rating 1 or lower (such as a Specter, Ghoul, Shadow, Zombie, or Skeleton). That creature claws its way up out of the ground and immediately tries to grapple or attack a creature within 5 feet. The undead uses its standard stat block, but it has only 10 hit points and is prone until it stands up. It takes its turn immediately after yours.   You can use a bonus action to issue a mental command to the undead when you cast the spell, and you can change the command by using a bonus action on your turn while the spell is active. Once given an order, the creature continues to follow it until its task is complete. If you issue no command, the creature defends itself and attacks the last enemy that attacked it. The creature remains under your control for 1 hour, after which it crumbles to dust or disappears.
At higher levels: The number of undead you summon increases when you cast this spell with a higher-level spell slot: two when cast with a 5th-level slot, three with a 7th-level slot, and four with a 9th-level slot.
Available for: Cleric, 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

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

Elven Ritual Magic

Deep Magic Volume 1

Shadows Brought to Light

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
If a creature you designate within range fails a Charisma saving throw, you cause the target’s shadow to come to life and reveal one of the creature’s most scandalous secrets: some fact that the target would not want widely known (GM’s choice). Whencasting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target’s voice, or if the secret is whispered only to you. The shadow speaks in the target’s native language. If the target does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature’s saving throw had succeeded. If the secret was spoken aloud, the target takes a −2 penalty to Charisma checks involving anyone who was present when it was revealed. This penalty lasts until you finish a long rest.   Ritual Focus. If you expend your ritual focus, the target has disadvantage on Charisma checks instead of taking the −2 penalty.
Available for: Bard, Cleric, Paladin, Warlock, Wizard with Elven Ritual Specialization

Fiendish Magic

Deep Magic Volume 1

Plaguebearer

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 48 hours
Damage/Effect: Buff
The creature you touch when casting this spell becomes immune to disease for the duration. The creature can still contract and carry diseases; it simply does not suffer any effects of a disease. When exposed to a disease, the creature must make the saving throw required. If the saving throw fails, the creature becomes a carrier of the disease, and might expose others to it per the rules for the particular affliction. The creature under the effect of the spell is aware when it becomes infected. If the creature recovers from or is cured of all diseases it suffers while this spell is in effect, it continues to benefit from the spell until the spell ends. When the duration expires, the target becomes susceptible to the effect of any disease it is still carrying, as if it had just now contracted it.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 24 hours for each slot level above 2nd.
Available for: Cleric, Warlock, Wizard with Fiendish Specialization

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

Crushing Trample

2-level Transmutation

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

Deep Magic Volume 1

Furious Hooves

2-level Transmutation

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

Temporal Magic

Deep Magic Volume 1

Time Step

2-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Protection
You briefly step forward in time. You disappear from your location and reappear at the start of your next turn in a location of your choice that you can see within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the time you’re missing, and you aren’t aware of anything that happens during that time.
Available for: Bard, Cleric, Ranger, Warlock, Wizard with Temporal Specialization

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
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