Divine 2nd Level Spells


Spell NameSchoolCasting TimeRangeDurationComponentsClass
AidAbjuration1 Action10m8 hoursV, S, MBard, Cleric, Paladin
AuguryDivination1 Minute RSelfInstantaneousV, S, MCleric
Blindness/DeafnessNecromancy1 Action10m1 minuteVBard, Cleric
Branding SmiteEvocation1 Bonus ActionSelfConcentration, up to 1 minuteVPaladin
Borrowed KnowledgeDivination1 ActionSelf1 hourV, S, MBard, Cleric
Calm EmotionsEnchantment1 Action20mConcentration, up to 1 minuteV, SBard, Cleric
Continual FlameEvocation1 ActionTouchUntil dispelledV, S, MCleric
Defensive PillarAbjuration1 ActionSelfConcentration, up to 1 hourV, S, MCleric
Enhance AbilityTransmutation1 ActionTouchConcentration, up to 1 hourV, S, MBard, Cleric
EnthrallEnchantment1 Action20m1 minuteV, SBard, Warlock
Find Steed
Find TrapsDivination1 Action40mInstantaneousV, SCleric
Gentle ReposeNecromancy1 Action RTouch10 daysV, S, MCleric, Paladin
Hold PersonEnchantment1 Action20mConcentration, up to 1 minuteV, S, MBard, Cleric
Lesser RestorationAbjuration1 ActionTouchInstantaneousV, SBard, Cleric, Paladin
Locate ObjectDivination1 ActionSelfConcentration, up to 10 minutesV, S, MBard, Cleric, Paladin
Magic WeaponTransmutation1 Bonus ActionTouchConcentration, up to 1 HourV, SPaladin
Prayer of HealingEvocation10 MinutesTouchInstantaneousVCleric, Paladin
SilenceIllusion1 Action R40mConcentration, up to 10 minutesV, SBard, Cleric
Spiritual WeaponEvocation1 Bonus Action20m1 minuteV, SCleric
Warding BondAbjuration1 ActionTouch1 hourV, S, MCleric, Paladin
Zone of TruthEnchantment1 Action20m10 minutesV, SBard, Cleric, Paladin
  • Aid - Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. This increases by 5 for every higher Level Spell Slot used. 

  • Augury - By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next hour. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. They can tell you the results will be: good, bad, both, or neither

  • Blindness/Deafness - Target a Creature you can see within Range, they must make a Constitution Saving Throw as you send out an energy wave at their head. On a Failure you choose whether they become Blind or Deaf for the duration. They repeat the Save at the end of their turns for the duration. 

  • Borrowed Knowledge (M* - A book on the subject worth 25GP) - 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. 

  • Branding Smite - The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with radiance as you strike. The attack deals an extra 2d8 radiant damage to the target, which becomes visible if it is invisible, and which sheds dim light in a 2m radius and can’t become invisible until the spell ends. In addition, while this spell is in effect all Attacks against them have Advantage

  • Calm Emotions - You attempt to suppress strong emotions in a group of people. Each humanoid in a 5m sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

  • Continual Flame (25GP of ruby dust, consumed by the Spell) - A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

  • Defensive Pillar (M* - 25GP of refined iron) - Throw a clump of iron in a 5m circle around you, creating an opaque column within the area that reaches 30m above and below the circle. Any Creatures (that you choose) within the area gain a Resistance to all Damage and an additional +5 AC. Attacks from within this pillar do not suffer the same effects. This Spell ends if you lose concentration or if you move from outside this circle. In addition, on your turn you can use your Action to fully condense the pillar, making it opaque to obscure all vision in or out and providing full cover to those inside as the pillar’s energy condenses to be like solid stone. 

  • Enhance Ability - Touch a Creature and select an Attribute below, you can select another Creature to gain one of these benefits if you use a Spell Slot of 3rd Level or higher

    • Strength - The target has Advantage on Strength Checks and doubled carrying capacity

    • Dexterity - The target has Advantage on Dexterity Checks and does not take Fall Damage if that they fall less than 30m

    • Constitution - The target has Advantage on Constitution Checks and 2d6 Shielding 

    • Intelligence - The target has Advantage on Intelligence Checks.  

    • Wisdom - The target has Advantage on Wisdom Checks. 

    • Charisma - The target has Advantage on Charisma Checks. 

  • Enthrall - Weave a series of distracting words, causing creatures of your choice that you can see within range that can hear you to make a Will Save or become Charmed for the duration. Any Creature hostile to you or an ally has Advantage on its Save. On a Failed Save the charmed target has Disadvantage on Perception checks to perceive creatures other than you until the spell ends or until the target can no longer hear you, the spell also ending if you are incapacitated or can no longer speak. 

  • Find Steed - You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

    • Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 HP, 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. Finally, while your steed is within 5km 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.

  • Find Traps - You can tell where magical or non-magical traps are within Range and the type (the type of Saving Throw required or if it uses an Attack Roll) of trap that is hidden. 

  • Gentle Repose - You take time to touch a dead Creature. For the next 10 days it does not decay, allowing more time to apply revival spells. 

  • Hold Person - Choose a Person you can see within Range, they must make a Wisdom Saving Throw or be Paralyzed for the duration. This Person can make additional Save at the end of each of their subsequent turns to end the effect. Increasing the Spell Slot ued for this spell increases the number of affected Creatures by 1. 

  • Lesser Restoration - Touch a Creature and can cure any of the following, a non-magical Disease, non-magical Poison, blindness, deafness, or paralysis.

  • Locate Object - Choose an object that you’ve seen before and can imagine in your mind, for the duration you can tell where the object is if it’s within 1km of you. Increasing the amount of Mana spent increases the range by another 1km. 

  • Magic Weapon - You touch a non-magical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. This increases to +2 if using a 4th Level Spell Slot.

  • Prayer of Healing - Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. This healing increases by an additional 2d8 for every Spell Level used above 2nd. 

  • Silence - For the duration, no sound can be created within or pass through a 10m 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.

  • Spiritual Weapon - You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within melee range of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. When you cast this spell using a higher level Slot it deals an additional 1d4 Damage for every level above 2nd. 

    • As a bonus action on your turn, you can move the weapon up to 10m and repeat the attack against any Creature within melee. 

  • Warding Bond - 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 20m 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 the target exits this range. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

  • Zone of Truth - You create a magical zone that guards against deception in a 5m sphere centered on a point of your choice within range that you can see. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth

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Divine 3rd Level Spells

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Divine 1st Level Spells