Natural 2nd Level Spells


Spell NameSchoolCasting TimeRangeDurationComponentsClass
AidAbjuration1 Action10m8 hoursV, S, MDruid
Animal MessengerEnchantment1 Action R10m24 hoursV, S, MDruid, Ranger
AuguryDivination1 Minute RSelfInstantaneousV, S, MDruid
BarkskinTransmutation1 ActionTouchConcentration, up to 1 hourV, S, MDruid
Beast SenseDivination1 Action RTouchConcentration, up to 1 hourSDruid, Ranger
Continual FlameEvocation1 ActionTouchUntil dispelledV, S, MDrud
Cordon of ArrowsTransmutation1 Action3m8 hoursV, S, MRanger
DarkvisionTransmutation1 ActionTouch8 hoursV, S, MDruid, Ranger
Dust DevilConjuration1 Action20mConcentration, up to 1 minuteV, S, MDruid
EarthbindTransmutation1 Action100 mConcentration, up to 1 minuteVDruid
Enhance AbilityTransmutation1 ActionTouchConcentration, up to 1 hourV, S, MDruid
Enlarge/ReduceTransmutation1 Action10 mConcentration, up to 1 hourV, S, MBard, Druid
Find TrapsDivination1 Action40mInstantaneousV, SDruid
Flame BladeEvocation1 Bonus ActionSelfConcentration, up to 10 minutesV, S, MDruid, Ranger
Flaming SphereEvocation1 Action20 mConcentration, up to 1 minuteV, S, MDruid
Gust of WindEvocation1 ActionSelf (20m line)Concentration, up to 1 minuteV, S, MDruid
Healing SpiritConjuration1 Bonus Action20mConcentration, up to 1 minuteV, SDruid. Ranger
Heat MetalTransmutation1 Action20mConcentration, up to 1 minuteV, S, MBard, Druid
Hold PersonEnchantment1 Action20mConcentration, up to 1 minuteV,Bard, Druid
Lesser RestorationAbjuration1 ActionTouchInstantaneousV, SDruid, Ranger
Locate Animals or PlantsDivination1 Action RSelfInstantaneousV, S, MDruid, Ranger
Locate ObjectDivination1 ActionSelfConcentration, up to 10 minutesV, S, MDruid, Ranger
Magic WeaponTransmutation1 Bonus ActionTouchConcentration, up to 1 hourV, SDruid, Ranger
MoonbeamEvocation1 Action40mConcentration, up to 1 minuteV, S, MDruid
Pass Without TraceAbjuration1 ActionSelfConcentration, up to 1 hourV, S, MDruid, Ranger
Protection from PoisonAbjuration1 ActionTouch1 hourV, SDruid, Ranger
SilenceIllusion1 Action R40mConcentration, up to 10 minutesV, SDruid, Ranger
SkywriteTransmutation1 Action RSightConcentration, up to 1 dayV, SBard, Druid
Spike GrowthTransmutation1 Action50mConcentration, up to 10 minutesV, S, MDruid
Summon BeastConjuration1 Action30mConcentration, up to 1 hourV, S, MDruid
Warding WindEvocation1 ActionSelfConcentration, up to 10 minutesVBard, Druid
Wither and BloomNecromancy1 Action20mInstantaneousV, S, MDruid
  • 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. 

  • Animal Messenger - 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 25 words. The target beast travels for the duration of the spell toward the specified location, covering about 100km per 24 hours for a flying messenger, or ½ that 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. 

  • Augury (M* - A pile of shells worth 25GP) -  You cast bones or shells into a fire and take the broken pieces out to decipher the future, you spend 1 Minute making the prediction over an event that will occur within the next hour. Roll an Ability Check using your Spellcasting Modifier. On a Success you can ask 1 Question that your GM will vaguely answer (truthfully however) and on a Failure your GM just tells you a general idea. These include Well (Good things are predicted), Woe (Bad things are predicted), Mediocrity (a little of both), and Nothing (Nothing important will occur either good or bad). Every time you use this Spell again before completing a Long Rest the DC increases by 3. 

  • Barkskin - 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.

  • Beast Sense - 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.

  • 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.

  • Cordon of Arrows - You plant four pieces of non-magical ammunition (arrows or 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 10m 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 Reflex Save 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.

  • Darkvision - For the duration the Creature you touch has 40m of Darkvision, meaning they can see in complete darkness as if it was lit by torches. You can spend a higher Level Spell Slot to target an additional Creature or increase your own duration by 1 hour. 

  • Dust Devil - Select an unoccupied point 2m cube within Range and you summon a swirling column of sand and wind the size of a large creature that lasts for the Spell’s Duration. You can utilize your Bonus Action to move the Dust Devil up to 10m and in doing so it sucks up any sand, dust, loose dirt, or light gravel that it moves over, forming a 3m radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. Any Creature that ends its turn within the Dust Devil’s space or when the Dust Devil moves through them must make a Fortitude Save, taking 1d8 Bludgeoning Damage, being pushed 5m away from the Dust Devil, and falling Prone on a Failure. On a Success they only take the Damage. It deals an additional 2d8 Damage for every Spell Slot used higher than 2nd. 

  • Earthbind - Pick a Creature within Range that is over open ground, great magical chains reach out from the ground and grapple them. They must make a Fortitude Save, doing so with Disadvantage if they are Flying. On a Failure they are pulled to the ground, Prone and Restrained. If flying the Creature is pulled at 20m per turn until they strike the ground, dealing 1d8 Bludgeoning Damage per 5m of falling before striking the ground. The Restrained Creature can use their Action to escape using their Athletics or Acrobatics.   

  • Enhance Ability - Touch a Creature and select an Attribute below, it gains the following benefits for the duration. You can select another Creature to gain one of these benefits for every spell level you use above 2nd

    • 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. 

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

  • Flame Blade - 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 3m radius and dim light for an additional 3m. It deals an additional 1d6 Fire Damage for each higher Spell Level used. 

  • Flaming Sphere - Create a 2m radius sphere of red flame that forms at a point within range that you can see. Any Creature that moves within 2m of the Sphere must make a Reflex Save. A creature takes 2d6 Fire Damage on a Failed Save and half as much as a Successful one. On subsequent turns you can move the Sphere up to 10m as a Bonus Action and if you collide it with a Creature the Sphere stops as the Creature automatically fails the Save. Moving the Sphere within the 2m Range of another Creature also triggers a Save. You can spend a higher level Spell Slot to increase this Damage by 1d6. 

  • Gust of Wind - A line of strong wind 20m long and 5m 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 Fortitude Save or be pushed 5m away from you in a direction following the line. Any creature in the line must treat the line as Difficult Terrain if moving against the wind. 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% 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.

  • Healing Spirit - You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 2m radius 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 HP to that creature (no action required). The spirit can’t heal constructs or undead. As a Bonus Action on your turn, you can move the Spirit up to 10m to a space you can see. 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.

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

  • Locate Animals or Plants - 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 10km, if any are present.

  • 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 - Touch a Weapon for 1 Hour it is Magical. Increasing the Slot Level spent on this Spell increases the duration by an additional Hour. 

  • Pass Without Trace - A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 10m of you (including you) has a +10 bonus to 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.

  • Protection from Poison - 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 Fortitude Saves against being poisoned, and it has resistance to Poison Damage.

  • 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.

  • Spike Growth - The ground in a 10m 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 2m 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 Perception Check (unless its Passive Perception is naturally higher) against your spell save DC to recognize the terrain as hazardous before entering it.

  • Summon Beast - 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 (listed below). 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 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.

    • AC: 11 + Spell Slot used, HP: 25 + Spell Slot Level Used, Speed 10m (Swim or Flying for Water or Air respectively)

    • Str 18, Dex 11, Con 16, Int 4, Wis 14, Cha 5

    • 20m Darkvision, Passive Perception 12

    • Multiattack - Makes a number of Attacks per turn equal to Spell Level used. Uses your Spell Attack Modifier to hit and deals 1d8 + 4 + Spell Level (Damage type depends on creature’s weapons)

    • Bonuses

      • Air - This Creature doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach

      • Land - (Pack Tactics) - Has Advantage on Attack Rolls against enemies that are also within melee of another ally and gains +5 Maximum HP upon casting this Spell

      • Water - Can breath underwater, gains +2 AC upon casting this Spell

  • Warding Wind - A strong wind (30kph) blows around you in a 5m radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:

    • It deafens you and other creatures in its area.

    • It extinguishes unprotected flames in its area that are torch-sized or smaller.

    • The area is difficult terrain for creatures other than you.

    • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.

    • It hedges out vapor, gas, and fog that can be dispersed by strong wind

  • Wither and Bloom - You invoke both death and life upon a 3m radius sphere centered on a point within range. Each creature of your choice in that area must make a Fortitude Save, taking 2d6 Necrotic Damage on a failed save, or ½ as much damage on a successful one. Non-magical vegetation in that area withers. In addition, one creature of your choice in that area regains HP equal to 1d6 + your Spellcasting Ability Modifier. When you cast this spell using a Spell Slot of 3rd level or higher, the damage increases by 2d6 for each slot above 2nd, and the HP regained increases by 1d6

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Natural 3rd Level Spells

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Natural 1st Level Spells