2nd-level Spells, the Bamstacks Variant

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Spells (2nd): The Bamstacks Variant

Alter Self

2nd level Transmutation


  • Spell List: Artificer, Oracle, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 Hour

You assume a different form. When you cast the spell, choose any of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can use an action to end or change any of the options you have taken.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, you are proficient with your unarmed strikes, and you can use your spellcasting ability for the attack and damage rolls. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell no longer requires concentration.

Barkskin

2nd level Transmutation


  • Spell List: Druid, Ranger
  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, M (a handful of oak bark)
  • Duration: 1 Hour

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, the bark like skin is treated as armor, which the target is considered proficient in, providing AC 15 plus their Dexterity modifier, up to a maximum of +2.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base AC it provides increases by 1 for each slot level above 2nd.

Blur

2nd level Illusion


  • Spell List: Empath, Oracle, Rogue (Arcane Trickster), Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 Minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose for one additional creature within 30 feet of you to gain the benefits of the spell for each slot level above 2nd.

Borrowed Knowledge

2nd level Divination


  • Spell List: Bard, Cleric, Oracle, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a book worth at least 25 gp)
  • Duration: 1 Hour

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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you gain proficiency in one additional skill in which you lack proficiency for the duration for each slot level above 2nd.

Branding Smite

2nd level Evocation


  • Spell List: Paladin
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V
  • Duration: 1 Minute

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 2d8 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 1d8 for each slot level above 2nd.

Cordon of Arrows

2nd level Transmutation


  • Spell List: Ranger
  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: V, S, M (four or more arrows or bolts)
  • Duration: 8 Hours

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. Make a ranged spell attack against the target. On a hit the creature takes 1d8 plus your spellcasting ability modifier piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

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.

Crown of Madness

2nd level Enchantment


  • Spell List: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

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.

At the beginning of the charmed target's turn, you may either command the target to spend its action to make a melee attack against a creature potentially including itself, or command it to move up to its speed in a direction of your choice. The target follows your command before doing anything else on its turn. The target may act normally on its turn if you do not command it.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an additional creature for every two slot levels above 2nd.

Darkvision

2nd level Transmutation


  • Spell List: Oracle, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (either a pinch of dried carrot or an agate)
  • Duration: 8 Hours

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.

At Higher Levels. When you cast the spell with a spell slot of 3rd or 4th level, the darkvision's range increases to 120 Feet. When you cast this spell with a spell slot of 5th level or higher, the material component changes to be "a vial of blood from a devil worth at least 100 gp, which the spell consumes" and the darkvision becomes Devilsight, allowing the target to see through nonmagical and magical darkness.

Dust Devil

2nd level Conjuration


  • Spell List: Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a pinch of dust)
  • Duration: Concentration, up to 1 Minute

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is blinded by the dust devil until the start of its next turn. On a successful save, the creature takes half as much damage and isn't blinded.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning damage increases by 1d8 for each slot level above 2nd.

Enthrall

2nd level Enchantment


  • Spell List: Bard, Warlock
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: 1 Minute

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. If you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target is charmed and has disadvantage on Wisdom (Perception) checks while charmed in this way 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.

Enlarge/Reduce

2nd level Enchantment


  • Spell List: Artificer, Bard, Druid, Rogue (Arcane Trickster), Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S, M (a pinch of powdered iron)
  • Duration: Concentration, up to 1 Minute

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

At Higher Levels. When you cast the spell with a spell slot of 3rd level or higher, a target you enlarge gains temporary hit points equal to four times the spell's level. When you cast the spell with a spell slot of 5th level or higher, you can choose to choose Giantize as an option. If you do so, you increase the target's size by two categories, with all dimensions of the target and all objects it is carrying multiplied by 4 and their weights multiplied by 64. The target gains temporary hit points equal to five times the spell's level, gains a +4 bonus to its Strength score, to a maximum of 30, and while any of its weapons are giantized, the target's attacks with them deals an extra 1d10 damage. Any temporary hit points from this spell that remain when the spell ends are lost.

Find Traps

2nd level Divination


  • Spell List: Cleric, Druid, Ranger
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Instantaneous

You sense the location 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 reveals the location of traps, the location of the triggers of those traps, and the general nature of the danger posed by a trap you detect.

Find Steed

2nd level Conjuration


  • Spell List: Paladin
  • Casting Time: 10 Minutes
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

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 has a range of self or which targets only yourself and has no area of effect parenthetical 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.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Flame Blade

2nd level Evocation


  • Spell List: Druid
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S, M (leaf of sumac)
  • Duration: 10 Minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you may attack twice with the blade using your action on your turn. When you cast this spell using a spell slot of 6th level or higher, you may attack three times.

Gentle Repose

2nd level Necromancy


  • Spell List: Cleric, Paladin, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
  • Duration: 10 Days

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Gust of Wind

2nd level Evocation


  • Spell List: Druid, Oracle, Ranger, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self (60-Foot Line)
  • Components: V, S, M (a legume seed)
  • Duration: Concentration, up to 1 Minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the length of the line increases by 10 feet and the distance a creature is pushed increases by 5 feet for each slot level above 2nd.

Healing Blossoms

2nd level Conjuration


  • Spell List: Druid
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S, M (a handful of flower seeds)
  • Duration: Instantaneous

You channel healing energy into beautiful blooming flowers. Choose a point within 30 feet of you. Spectral flowers appear for a moment in a 10-foot-radius sphere centered on that point. Roll 5d4, and add the dice together. The total is the number of Hit Points you can distribute to creatures in that sphere. You decide the number of Hit Points that are restored to each of those creatures, deducting the healing from the total.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may roll an additional 2d4 to add to the healing pool for each slot level above 2nd.

Healing Spirit

2nd level Conjuration


  • Spell List: Artificer, Druid, Ranger
  • Casting Time: 1 Bonus Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

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 2d6 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.

Heat Metal

2nd level Transmutation


  • Spell List: Artificer, Bard, Druid
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a piece of iron and a flame)
  • Duration: Concentration, up to 1 Minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object at the start of their turn takes 2d8 fire damage.

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.

Hold

2nd level Enchantment


  • Spell List: Bard, Cleric, Druid, Empath, Oracle, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a small, straight piece of iron)
  • Duration: Concentration, up to 1 Minute

Choose a beast or humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. On a successful saving throw the creature's speed is halved until the end of its next turn and it is not paralyzed. At the end of each of its turns, the paralyzed 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, refer to the following table to how many creatures of what types you can target:

Spell Level # Beasts or Humanoids # Creatures
3 2 -
4 3 -
5 4 1
6 5 2
7 6 3
8 7 4
9 8 5

Kinetic Jaunt

2nd level Transmutation


  • Spell List: Artificer, Bard, Oracle, Sorcerer, Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 Minute

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.

  • Your walking speed increases by 10 feet.
  • You don't provoke opportunity attacks.
  • You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, your speed increases by an additional 10 feet for each slot level above 2nd.

Locate Object

2nd level Divination


  • Spell List: Bard, Cleric, Druid, Paladin, Ranger, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a forked twig)
  • Duration: Instantaneous

Describe or name an object that is familiar to you. You sense the direction and distance to the object's location, as long as that object is within 5 miles 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.

Magic Mouth

2nd level Illusion


  • Spell List: Artificer, Bard, Sorcerer, Wizard
  • Casting Time: 1 Minute (Ritual)
  • Range: 30 Feet
  • Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
  • Duration: Until Dispelled

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. The magic mouth ignores illusions, and an illusory effects never trigger a magic mouth on their own.

Magic Weapon

2nd level Transmutation


  • Spell List: Artificer, Paladin, Wizard
  • Casting Time: 1 Bonus Action
  • Range: 90 Feet
  • Components: V, S
  • Duration: 10 Minutes

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 and the duration increases to 1 hour. When you use a spell slot of 6th level or higher, the bonus increases to +3, and the duration increases to 8 hours.

Melf's Acid Arrow

2nd level Evocation


  • Spell List: Wizard
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M (powdered rhubarb leaf and an adder’s stomach)
  • Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d8 acid damage immediately and 1d8 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at 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 (both initial and later) increases by 1d8 for each slot level above 2nd.

Mental Barrier

2nd level Abjuration


  • Spell List: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Reaction, which you take when you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw
  • Range: Self
  • Components: V
  • Duration: 1 Round

You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

Misty Step

2nd level Conjuration


  • Spell List: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration changes to 1 Minute, and you can use the teleport as a Bonus Action on each turn for the duration in addition to the Bonus Action you use to cast the spell. When you cast this spell using a spell slot of 5th level or higher, the teleport distance increases by 30 feet for each slot level above 4th.

Nathair's Mischief

2nd level Illusion


  • Spell List: Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: S, M (a piece of crust from an apple pie)
  • Duration: Concentration, up to 1 Minute

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.

Mischievous Surge

d4 Effect
1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the cube increases by 10 feet for each slot level above 2nd.

Phantasmal Force

2nd level Illusion


  • Spell List: Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 1 Minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. Any illusory effect that would impose a condition (such as blindness) on a target is ineligible.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Prayer of Healing

2nd level Evocation


  • Spell List: Cleric, Paladin
  • Casting Time: 1 Minute
  • Range: 30 Feet
  • Components: V
  • Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d10 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d10 for each slot level above 2nd.

Ray of Enfeeblement

2nd level Necromancy


  • Spell List: Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

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 has disadvantage on Strength checks, Strength saving throws, weapon attack rolls and unarmed strikes 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.

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.

Restoration

2nd level Abjuration


  • Spell List: Artificer, Bard, Cleric, Druid, Empath, Oracle, Paladin, Ranger
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can end the Stunned condition. If you cast the spell with a spell slot of 5th level or higher, the spell gains a material component of "diamond dust worth at least 100 gp, which the spell consumes" and you can choose to reduce the target's Exhaustion level by one, end the Petrified condition, end one curse (including the target's attunement to a cursed magic item), any reduction to one of the target's ability scores, or one effect reducing the target's hit point maximum.

Silence

2nd level Illusion


  • Spell List: Bard, Cleric, Empath, Oracle, Ranger
  • Casting Time: 1 Action (Ritual)
  • Range: 120 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the sphere increases by 5 feet for each slot level above 2nd.

Silvery Barbs

2nd level Enchantment


  • Spell List: Bard, Sorcerer, Wizard
  • Casting Time: 1 Reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw.
  • Range: 60 Feet
  • Components: V
  • Duration: Instantaneous

You magically distract the triggering creature and enhance its momentary uncertainty and doubts. The triggering creature must reroll the d20 and use the lower roll. If a creature still succeeds on the attack roll, ability check, or saving throw, it is immune to this spell until you finish a long rest.

Snilloc's Snowball Swarm

2nd level Evocation


  • Spell List: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M* (a piece of ice or a small white rock chip)
  • Duration: Instantaneous

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Summon Beast

2nd level Conjuration


  • Spell List: Druid, Ranger
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M* (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
  • Duration: Concentration, up to 1 Hour

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.


Bestial Spirit

Small Beast, Unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 20 (Air only) or 30 (Land and Water only) + 20 for each spell level above 2nd
  • Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (-3) 14 (+2) 5 (-3)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

Actions

Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).

Ability Description. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage

Thought Shield

2nd level Abjuration


  • Spell List: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.

Warding Bond

2nd level Evocation


  • Spell List: Cleric, Paladin
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
  • Duration: 1 Hour

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to AC and saving throws increases by 1 for each slot level above 2nd.

Web

2nd level Conjuration


  • Spell List: Artificer, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a bit of spiderweb)
  • Duration: Concentration, up to 1 Hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the cube increases by 10 feet for each slot level above 2nd.

Wither and Bloom

2nd level Necromancy


  • Spell List: Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a withered vine twisted into a loop)
  • Duration: Instantaneous

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Die and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot level above 2nd.

Zone of Truth

2nd level Enchantment


  • Spell List: Bard, Cleric, Paladin
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: 10 Minutes

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, an unwilling 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. If the target is willing, or if an unwilling creature fails their save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeded on their saving throw if they made one.

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.

Credits

For all spells not listed here but listed in a variant's spell list, you can find their source here:

Source Spell
meowmagic arcane refocus, bloom, creeping frost, fist of justice*, nock nock, stand and deliver*, storming gale, sunlight strike, tick of the clock, weapon's kairos, what's mine is yours
The Arcanist's Handbook emboldening march, enfeebling dirge, horror story
Ultimate Adventurer's Handbook billowing strike*, build plasma blade, deploy velocity shield, fortuity conflux, wave of agony
OAP's Shaman protective apparitions
OAP's Accursed corrode metal, hex bolt*, infuse sorrow
OAP's Outlandish Justice arrest, objection
Taron Pounds's Merchant ivaldi's rustproof coating, mineral wealth, money talks, tagmay's thermal container
Necromancy Revised blood rain, corpse lance, pillar of bone
Kibbles Elemental Spells hurricane slash
u/NotTheSmoooze geyser
Unearthed Arcana mental barrier, thought shield
Compendium of Forgotten Secrets spell flux
Atavist needle and thread, polyphemus's might
Dark Arts Player's Companion aura of shade
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