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The Crowning Prostration

2nd Level Supplications

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

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

Conjuration

Deep Magic Volume 1

Champion's Weapon

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Creation
A spectral version of a melee weapon of your choice materializes in your hand. It has standard statistics for a weapon of its kind, but it deals force damage instead of its normal damage type and it sheds dim light in a 10-foot radius. You have proficiency with this weapon for the spell’s duration. The weapon can be wielded only by the caster; the spell ends if the weapon is held by a creature other than you or if you start your turn more than 10 feet from the weapon
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d8 force damage for each slot level above 2nd.
Available for: Paladin

SRD

Find Steed

2-level Conjuration

Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Summoning
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.   Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.   When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.   While your steed is within 1 mile of you, you can communicate with each other telepathically.   You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Available for: Paladin

Deep Magic Volume 2 (p.225)

Spellhunt Step

2-level Conjuration

Casting Time: 1 reaction, which you take when you are hit by a spell attack or when you fail a saving throw against a spell
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Teleportation
As the spell strikes you, you teleport yourself to the spellcaster, provided the spellcaster is within range and the triggering spell didn’t leave you incapacitated. If you can see the spellcaster, you appear in an unoccupied space of your choice within 5 feet of the spellcaster. If you can’t see the spellcaster, the spellcaster must succeed on an Intelligence saving throw or you appear in the nearest unoccupied space within 5 feet of the spellcaster.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 10 feet for each slot level above 2nd.
Available for: Paladin, Ranger

Divination

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

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

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

Basic Rules

Branding Smite

2-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Radiant
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Available for: Paladin

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

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

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

Obojima: Tales from the Tall Grass

Wind Sprint

2-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: Melee Attack
Damage/Effect: Slashing
A turning tempest wind lifts you up and carries you to a creature you can see within range. The next time you hit a creature with a melee weapon attack before the end of the turn, the attack deals an extra 2d6 slashing damage as the winds buffet the target.
Available for: Paladin, Ranger, Wizard

Necromancy

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.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

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

Magic Weapon

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Bludgeoning, Slashing, or Piercing
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Available for: Paladin, Wizard, Artificer

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

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

Dark Magic

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

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

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