2nd Level Spells
Aspect of the Ram
- School: Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Druid, Sorcerer, Wizard
You empower a creature you touch with the striking power of a battering ram, providing them the following benefits for the duration:
- A hit against an object is considered a critical hit.
- Their movement speed increases by 10 feet.
- Hitting a creature or object after spending half of their movement adds an extra damage dice to the attack’s damage.
Baryon's Discussion Room
- School: Illusion
- Casting Time: 1 minute
- Ritual: YES
- Range: Self (15-foot radius)
- Components: V, S, M (Bark from a fallen tree)
- Duration: 8 hours
- Classes: Bard, Conduit*, Wizard
A 15-foot-radius invisible and immobile dome of magical gusts springs into existence around and above you, and remains stationary for the duration. No noise can pass through this dome, and any noise created within the dome cannot be heard outside of it. Creatures and objects are immune to thunder damage if it would originate from the opposite side of the dome.
Until the spell ends, you can command the dome to allow limited noises to enter the dome, or none at all. While limited noise can enter the dome, creatures entirely within the dome have disadvantage on Wisdom (Perception) checks made to hear and identify noise from outside the dome.
Bone Plating
- School: Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, M
- Duration: 1 minute
- Classes: Druid, Sorcerer, Wizard, Warlock
You touch a willing creature, causing them to grow a durable but malleable layer of bone over their skin. Until the spell ends, the target gains a +1 bonus to their AC. Additionally, their unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and use a d6 for damage.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 1d8. When you cast this spell using a 5th- or 6th-level spell slot, the damage increases to 2d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 2d8.
Caustic Blood
- School: Transmutation
- Casting Time: 1 action
- Range: touch
- Components: V, S
- Duration: Concentration, up to 1 minute.
- Classes: Druid, Sorcerer, Warlock
You imbue a creature with acidic blood, that of which harms everyone but themselves. Whenever the target would take over 5 points of damage, every creature within 5 feet of it must make a Dexterity saving throw. They each take 2d6 acid damage on a failed save, or half as much on a success. The target of this spell can release this acidic blood only once per round. If a creature would not possess blood (such being the case with most forms of constructs, oozes, and undead), they cannot be the target of this spell.
If you yourself are the target of this spell and release this acidic blood, you do not need to make a Constitution saving throw to maintain concentration on this spell against the damage that released the acidic blood.
At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, the target creature can release acidic blood an additional time per round, increasing by 1 for each slot level above 2nd.
Floating Throne
- School: Conjuration
- Casting Time: 1 minute
- Ritual: YES
- Range: Self
- Components: V, S
- Duration: 1 hour
- Classes: Artificer, Bard, Wizard
This spell creates a throne of your liking for you to rest on, to which you immediately sit upon once the spell is completed. This throne can comfortably hold you and up to 500 pounds, and floats 5 feet above the ground. If more weight is placed on it, the spell ends, and everything on the throne falls to the ground.
While you are sitting on this throne, you have advantage on saving throws and checks against falling prone, being grappled, or being shoved. The throne has a movement speed equal to your walking speed, which you can use on each of your turns to move horizontally. The spell ends early if you fall off your throne or are moved away from it.
When the spell ends while you are still on your throne, you and anything on it floats gently to the ground.
Guilty Appearance
- School: Illusion
- Casting Time: 1 reaction, which you take when you are the target of an attack
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Bard, Soul-Seer*, Warlock
You fabricate a hasty illusion over yourself, appearing as a creature the attacker would never strike against. The creature must make a Wisdom saving throw. On a failed save, they must choose a new target or lose the attack or spell. Otherwise, the spell ends.
Until the spell ends, they continue to see you as this other creature, repeating this saving throw at the start of each of their turns and each time you would deal damage to them, ending the spell early on a successful save.
Illusory Armor
- School: Illusion
- Casting Time: 1 action or 1 minute
- Range: 60 feet
- Components: V, S, M (A doll's outfit)
- Duration: Concentration, up to 1 minute, or 8 hours
- Classes: Paladin, Ranger, Soul-Seer*, Warlock
You fabricate armor from fragments of shadows from the Shadowfell onto a creature you can see within range, duping both them and their foes with its appearance. There are two possible methods of casting this spell, granting either a short or long benefit.
Short. If you cast this spell using an action, the target must make a Wisdom saving throw, in which they can willingly fail. On a failed save, they are donned with a nonmagical armor type of your choice. The target uses the AC provided by this spell's armor, so long as they aren't already wearing armor that provides a higher AC. At the end of each of its turns, the target can choose to make another Wisdom saving throw. On a success, the spell ends early.
Long. If you cast this spell with a casting time of 1 minute, you don a willing creature with a nonmagical armor type of your choice. When cast in this way, the armor and its AC benefit lasts for the duration or until you or the target dismisses it (no action required).
If a creature is donned with an armor type that they are not proficient with, they suffer the penalties as normal.
To discern that this armor is an illusion, a creature can use its action to inspect the target's appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. On a success, they ignore the AC provided by the spell's armor.
Signal Flare
- School: Conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 10 minutes
- Classes: Artificer, Bard, Cleric, Conduit*, Ranger, Wizard, Sorcerer
You fire an orb of concentrated light to a point you can see within range. This orb emits bright light in a 30-foot radius, and sheds dim light for an additional 30 feet. While it is in the air, it descends at a rate of 5 feet at the start of each of your following turns.
Upon firing this orb, choose a creature you know. If they are within a mile of you, they are aware of this orb and know where it is until the spell ends.
Any creatures who start their turn in the same space as this orb or enters its space for the first time must succeed a Constitution saving throw or be blinded until the start of their next turn. Undead have disadvantage on this save.
For the duration of the spell, this light can’t be picked up or physically interacted with. You can extinguish it early as a bonus action.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose an additional creature for each slot level above 2nd.
Storm Sprint
- School: Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Conduit*, Ranger, Sorcerer, Wizard
The fury of lightning bolsters the movement of a creature you touch. For the duration, that targets speed increases by 10 feet, and their movement does not provoke opportunity attacks. The target also gains the ability to move up, down, across vertical surfaces and upside down along ceilings while leaving their hands free, but they fall if they finish their turn on those surfaces.
If this creature moves at least 15 feet, the next attack they make before the end of their turn deals an additional 1d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase your speed by 5 feet for each spell slot level above 2nd. Additionally, the spell deals an additional 1d6 lightning damage for each slot level above 2nd.
Warp the Mind
- School: Illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Warlock
You fabricate and reveal a mind-bending image of your patron to a creature that you can see. The target must make a Wisdom saving throw. On a failed save, they take 2d10 psychic damage and are incapacitated as the image remains clear in their mind, or half as much damage on a successful save. While the spell is in effect, the target must succeed on Wisdom saving throw at the end of each of its following turns or take 1d10 psychic damage. On a successful save, the spell ends for that creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot above 2nd.

