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Soothsaying of the Lich

2nd Level Magica of the Old Ones

Abjuration

Deep Magic Volume 2 (p.148)

Bubble Barrier

2-level Abjuration

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

Obojima: Tales from the Tall Grass

Counterspy

2-level Abjuration

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

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

Conjuration

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 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.184)

Grasp of the Briar

2-level Conjuration

Casting Time: 1 action
Range/Area: Self (10 ft. radius)
Components: Verbal, Somatic, Material
Materials: a piece of heartwood from a tree killed by vines
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Necrotic
Tainted, twisted, semi-spectral vines erupt from the ground and spread out from you to a distance of 10 feet for the duration, remaining centered on you and moving with you. For the duration, the vines turn the ground in the area into difficult terrain for hostile creatures. A hostile creature that enters the area for the first time on a turn or starts its turn there must succeed on a Strength saving throw or be restrained by the vines until the spell ends. A creature restrained by the vines takes 2d6 necrotic damage at the start of each of its turns. A creature, including the creature restrained by the vines, can use its action to make a Strength check against your spell save DC. On a success, the restrained creature is freed.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the radius increases by 5 feet for every two slot levels above 2nd.
Available for: Warlock, 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.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

Deep Magic Volume 1

Thorn Cage

2-level Conjuration

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

Divination

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

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 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

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

Deep Magic Volume 1

Read Object

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Utility
By handling an object and reading the psychic residue on it, you can divine information about the item’s history. After you cast the spell, you continue to handle the object, reading any impressions that might be left upon it. Each round, the GM may give you one piece of information related to the item’s ownership and handling. The GM might determine that a particular item does not have enough psychic residue to provide any clear impressions. The following are examples of information you can obtain through use of this spell:
  • The item’s name, if it has one
  • A visual image of the last creature to handle the item
  • An impression of the emotional state of the creature that last used the item
  • If the item is a weapon, or has been used as a weapon, an image of the last creature injured or killed by it
  • A visual image of the item’s owner or crafter
  • Information regarding the item’s historical significance, if any
Available for: Bard, Warlock, Wizard

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

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

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

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

SRD

Enthrall

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Available for: Bard, Warlock

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

Book of Ebon Tides

Leiloch's Irritating Kazoo

2-level Enchantment

Casting Time: 1 action
Range/Area: Self (10 ft. sphere)
Components: Verbal, Material
Materials: a wooden kazoo
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Thunder
You play a long, droning note on a kazoo. All creatures within 10 feet of you and that can hear you must make a Constitution saving throw. On a failure, a creature takes 1d6 thunder damage at the beginning of each of your turns and cannot cast spells with verbal components for the duration. On a success, a creature takes 1d6 thunder damage and cannot cast spells with verbal components until the end of its next turn. A creature that fails the initial saving throw can make a new saving throw at the end of each of its turns to end the effect.
Available for: Bard, Warlock

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

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

Evocation

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

Grudge Match

2-level Evocation

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Control
This spell affects any creatures you designate within range, as long as the group contains an equal number of allies and enemies. If the number of allies and enemies targeted isn’t the same, the spell fails. For the duration of the spell, each target gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls made involving other targets of the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above rolls against a non-target, it takes a –2 penalty on that roll.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each slot level above 2nd.
Available for: Ranger, Warlock

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

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

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

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

Deep Magic Volume 2 (p.235)

Utterance

2-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic, Control
You speak a short phrase, momentarily allowing your patron to voice itself through you in a terrifying display. Your pupils go white, and you body takes on other minor manifestations befitting your patron, such as demonic wings, writhing tentacles, multicolored fur, and similar. Choose up to three creatures within range that can see and hear you. Each target must make a Wisdom saving throw. On a failed save, a target takes 3d8 psychic damage and is frightened until the end of its next turn. On a successful save, a creature takes half the damage and isn’t frightened.
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: Warlock

Illusion

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

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

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

Book of Ebon Tides

Krail's Maggot

2-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic, Material
Materials: a live maggot
Duration: Concentration, 1 minute
Attack/Save: Melee
Damage/Effect: Necrotic
A 6-inch-long maggot forms inside a creature of your choice within range and begins to devour the target from within. Make a melee spell attack against your target while in range. On a hit, the target takes necrotic damage from the maggot equal to 1d8 + your spellcasting ability modifier. As a bonus action on each of your subsequent turns, you can repeat the attack against your target.   As an action on its turn, your target can make a melee weapon attack against the maggot with a weapon that deals piercing or slashing damage. The maggot has AC equal to your spell save DC and 8 hit points per spell slot level used to create it. If your target hits the maggot, half of the damage is dealt to the maggot, and the other half is dealt to the target itself. If the maggot is killed, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd-level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Druid, Ranger, Warlock

Book of Ebon Tides

Krail's Rupture

2-level Necromancy

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

Deep Magic Volume 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

SRD

Ray of Enfeeblement

2-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Debuff
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.   At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Available for: Warlock, Wizard

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.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

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

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 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

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 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

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

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

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

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

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

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

Deep Magic Volume 1

Heartstop

2-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Utility
You slow the beating of a willing target’s heart to the rate of one beat per minute. The creature’s breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects.
Available for: Bard, 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

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

Illumination Magic

Deep Magic Volume 1

Orb of Light

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: DEX Save
Damage/Effect: Radiant
An orb of light the size of your hand shoots from your fingertips toward a creature within range, which takes 3d8 radiant damage and is blinded for 1 round. A target that makes a successful Dexterity saving throw takes half the damage and is not blinded.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Warlock, Wizard with Illumination Specialization

Labyrinth Magic

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

Dark Path

2-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a lodestone
Duration: Concentration, 1 minute
Damage/Effect: Utility
You conjure a shadowy road between two points within range to create a bridge or path. This effect can bridge a chasm or create a smooth path through difficult terrain. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn’t exist.
Available for: Warlock, Wizard with Shadow Specialization

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

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

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
< Chthonic Grimoire
Sections

Eldritch Magika

Manifestations A-Z

By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Blood Magic
Clockwork Magic
Dark Magic
Dragon Magic
Elven Ritual Magic
Fiendish Magic
Illumination Magic
Labyrinth Magic
Ring Magic
Shadow Magic
Temporal Magic

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