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The Terrestrial

(2) Terrestrial Telluric Charms

Abjuration

Deep Magic Volume 1

Conjure Mantelet

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Protection
You summon a transparent, faintly luminous barrier with a single arrow slit. The magical mantelet provides you with three-quarters cover for the duration of the spell. If you move on your turn, the mantelet moves with you.
Available for: Ranger

Deep Magic Volume 2 (p.158)

Court the Flame

2-level Abjuration

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

Deep Magic Volume 2 (p.183)

Gift of Ice

2-level Abjuration

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

Deep Magic Volume 1

Instant Snare

2-level Abjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a loop of twine
Duration: 24 hours
Attack/Save: INT or WIS Save
Damage/Effect: Control
You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap. When a Large or smaller creature moves within 5 feet of the snare, the trap triggers.   The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare’s location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead.   This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 2nd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.
Available for: Ranger

SRD

Lesser Restoration

2-level Abjuration

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

SRD

Pass without Trace

2-level Abjuration

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

SRD

Protection from Poison

2-level Abjuration

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

Conjuration

Spelljammer: Adventures in Space

Air Bubble

2-level Conjuration

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

Deep Magic Volume 2 (p.157)

Conjure Vermin

2-level Conjuration

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

XGtE

Healing Spirit

2-level Conjuration

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

Deep Magic Volume 2 (p.199)

Marigold Bloom

2-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a marigold flower
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Fire
A vine tipped with a marigold grows from your arm for the duration. The marigold shoots a beam of fire at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Druid, Ranger

Deep Magic Volume 1

Poisoned Volley

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Poison
By drawing back and releasing an imaginary bowstring, you summon forth dozens of glowing green arrows. The arrows dissipate when they hit, but all creatures in a 20-foot square within range take 3d8 poison damage and become poisoned. A creature that makes a successful Constitution saving throw takes half as much damage and is not poisoned.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Druid, Ranger, Wizard

Deep Magic Volume 2 (p.216)

Rite of Rain

2-level Conjuration

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

Deep Magic Volume 2 (p.223)

Shroom of Doom

2-level Conjuration

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

Deep Magic Volume 2 (p.225)

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

Deep Magic Volume 2 (p.225)

Spirit Balm

2-level Conjuration

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

Tasha's Cauldron of Everything

Summon Beast

2-level Conjuration

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

Tasha's Cauldron of Everything

Bestial Spirit CR: PB

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

STR

18 +4

DEX

11 +0

CON

16 +3

INT

4 -3

WIS

14 +2

CHA

5 -3

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

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

Actions

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

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

Divination

Deep Magic Volume 1

Animal Spy

2-level Divination

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

PHB

Beast Sense

2-level Divination

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

Deep Magic Volume 1

By the Light of the Moon

2-level Divination

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

Deep Magic Volume 1

Distraction Cascade

2-level Divination

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

SRD

Find Traps

2-level Divination

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

Deep Magic Volume 1

Heartstrike

2-level Divination

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

Deep Magic Volume 1

Hunter's Cunning

2-level Divination

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

SRD

Locate Animals or Plants

2-level Divination

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

SRD

Locate Object

2-level Divination

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

Deep Magic Volume 1

Mark Prey

2-level Divination

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

Obojima: Tales from the Tall Grass

Spell Signature

2-level Divination

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

Enchantment

SRD

Animal Messenger

2-level Enchantment

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

Deep Magic Volume 1

Bestial Fury

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Buff, Control
You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw; a creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons.   For the duration, the target’s attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can’t be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Ranger

Deep Magic Volume 1

Bleating Call

2-level Enchantment

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

Obojima: Tales from the Tall Grass

Control Animal

2-level Enchantment

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

Evocation

Obojima: Tales from the Tall Grass

Ember Belly

2-level Evocation

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

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

Obojima: Tales from the Tall Grass

Monkey's Grasp

2-level Evocation

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

Obojima: Tales from the Tall Grass

Pillar of Force

2-level Evocation

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

Obojima: Tales from the Tall Grass

Rageful Nimbus

2-level Evocation

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

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

Deep Magic Volume 1

Wresting Wind

2-level Evocation

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

Illusion

Deep Magic Volume 1

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 1

Nip at the Heels

2-level Illusion

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

SRD

Silence

2-level Illusion

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

Necromancy

Book of Ebon Tides

Hibernation

2-level Necromancy

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

Book of Ebon Tides

Krail's Maggot

2-level Necromancy

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

Book of Ebon Tides

Krail's Rupture

2-level Necromancy

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

Deep Magic Volume 1

Revive Beast

2-level Necromancy

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

Deep Magic Volume 1

Stench of Rot

2-level Necromancy

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

Transmutation

Deep Magic Volume 1

Aspect of the Ape

2-level Transmutation

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

Deep Magic Volume 1

Aspect of the Ram

2-level Transmutation

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

SRD

Barkskin

2-level Transmutation

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

Deep Magic Volume 1

Batsense

2-level Transmutation

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

Obojima: Tales from the Tall Grass

Beast Transmutation

2-level Transmutation

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

PHB

Cordon of Arrows

2-level Transmutation

Casting Time: 1 action
Range/Area: 5ft.
Components: Verbal, Somatic, Material
Materials: four or more arrows or bolts
Duration: 8 hours
Attack/Save: DEX Save
Damage/Effect: Piercing
You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.   When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
Available for: Ranger

SRD

Darkvision

2-level Transmutation

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

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

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

Obojima: Tales from the Tall Grass

Mushroom Ballista

2-level Transmutation

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

Deep Magic Volume 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.217)

Serrated Limbs

2-level Transmutation

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

SRD

Spike Growth

2-level Transmutation

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

Deep Magic Volume 2 (p.229)

Surprising Bound

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a scale from a small or smaller dragon
Duration: 1 minute
Damage/Effect: Buff
Your legs become springy for the duration. Until the spell ends, your long jump is equal to your walking speed, and your high jump is equal to half your walking speed, with or without a running start. If you jump out of a creature’s reach, the movement doesn’t provoke opportunity attacks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, your long jump distance increases by 10 feet, and your high jump increases by 5 feet for each slot level above 2nd.
Available for: Ranger

Deep Magic Volume 1

Tree Running

2-level Transmutation

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

Specialized

Blood Magic

Deep Magic Volume 1

Caustic Blood

2-level Transmutation

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

Elven Ritual Magic

Deep Magic Volume 1

Vine Trestle

2-level Conjuration

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

Deep Magic Volume 1

Clearing the Field

2-level Transmutation

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

Labyrinth Magic

Deep Magic Volume 1

Elemental Horns

2-level Evocation

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

Deep Magic Volume 1

Crushing Trample

2-level Transmutation

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

Temporal Magic

Deep Magic Volume 1

Time Step

2-level Conjuration

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

Deep Magic Volume 1

Anticipate Attack

2-level Divination

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

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
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