Level 2
Aganazzar's Scorcher
Level 2 Evocation
Casting Time: Action
Range: 30 feet
Components: V, S, M (a red dragon's scale)
Duration: Instantaneous
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire 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.
Classes: Sorcerer, Wizard
Aid
Level 2 Abjuration
Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2.
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
Alter Self
Level 2 Transmutation
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Classes: Artificer, Sorcerer, Wizard
Animal Messenger
Level 2 Enchantment
Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as "a person dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.
When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.
Using a Higher-Level Spell Slot. The spell's duration increases by 48 hours for each spell slot level above 2.
Classes: Bard, Druid, Ranger
Arcane Lock
Level 2 Abjuration
Casting Time: Action
Range: Touch
Components: V, S, M (gold dust worth 25+ GP, which the spell consumes)
Duration: Until dispelled
You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.
Classes: Artificer, Wizard
Arcane Vigor
Level 2 Abjuration
Casting Time: Bonus action
Range: Self
Components: V, S
Duration: Instantaneous
You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.
Classes: Sorcerer, Wizard
Augury
Level 2 Divination
Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)
Duration: Instantaneous
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
Omens
Omen | For Results That Will Be... |
---|---|
Weal | Good |
Woe | Bad |
Weal and woe | Good and bad |
Indifference | Neither good nor bad |
The spell doesn't account for circumstances, such as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Classes: Cleric, Druid, Wizard
Barkskin
Level 2 Transmutation
Casting Time: Bonus action
Range: Touch
Components: V, S, M (a handful of oak bark)
Duration: 1 hour
You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armour Class of 17 if its AC is lower than that.
Classes: Druid, Ranger
Beast Sense
Level 2 Divination
Casting Time: Action or Ritual
Range: Touch
Components: S
Duration: Concentration, up to 1 hour
You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.
Classes: Druid, Ranger
Blindness/Deafness
Level 2 Transmutation
Casting Time: Action
Range: 120 feet
Components: V
Duration: 1 minute
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Classes: Bard, Cleric, Sorcerer, Wizard
Blur
Level 2 Illusion
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.
Classes: Artificer, Sorcerer, Wizard
Calm Emotions
Level 2 Enchantment
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):
- The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
- The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.
Classes: Bard, Cleric
Cloud of Daggers
Level 2 Conjuration
Casting Time: Action
Range: 60 feet
Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
Classes: Bard, Sorcerer, Warlock, Wizard
Continual Flame
Level 2 Evocation
Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Classes: Artificer, Cleric, Druid, Wizard
Cordon of Arrows
Level 2 Transmutation
Casting Time: Action
Range: Touch
Components: V, S, M (four or more arrows or bolts)
Duration: 8 hours
You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can't be physically uprooted, and whenever a creature other than you enters a space 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 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
Using a Higher-Level Spell Slot. The amount of ammunition that can be affected increases by two for each spell slot level above 2.
Classes: Ranger
Crown of Madness
Level 2 Enchantment
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.
A spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.
On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.
Classes: Bard, Sorcerer, Warlock, Wizard
Darkness
Level 2 Evocation
Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.
Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Classes: Sorcerer, Warlock, Wizard
Darkvision
Level 2 Transmutation
Casting Time: Action
Range: Touch
Components: V, S, M (a dried carrot)
Duration: 8 hours
For the duration, a willing creature you touch has Darkvision with a range of 150 feet.
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Detect Thoughts
Level 2 Divination
Casting Time: Action
Range: Self
Components: V, S, M (1 Copper Piece)
Duration: Concentration, up to 1 minute
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Classes: Bard, Sorcerer, Wizard
Dragon's Breath
Level 2 Transmutation
Casting Time: Bonus action
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Classes: Sorcerer, Wizard
Dust Devil
Level 2 Conjuration
Casting Time: 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 pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.
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 damage increases by 1d8 for each slot level above 2nd.
Classes: Druid, Sorcerer, Wizard
Earthbind
Level 2 Transmutation
Casting Time: Action
Range: 300 feet
Components: V
Duration: Concentration, up to 1 minute
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Classes: Druid, Sorcerer, Warlock, Wizard
Enhance Ability
Level 2 Transmutation
Casting Time: Action
Range: Touch
Components: V, S, M (fur or a feather)
Duration: Concentration, up to 1 hour
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
Enlarge/Reduce
Level 2 Transmutation
Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strike deal an extra 1d4 damage on a hit.
Reduce. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strike deal 1d4 less damage on a hit (this can't reduce the damage below 1).
Classes: Artificer, Bard, Druid, Sorcerer, Wizard
Enthrall
Level 2 Enchantment
Casting Time: 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 to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.
Classes: Bard, Warlock
Find Steed
Level 2 Conjuration
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
Classes: Paladin
Find Traps
Level 2 Divination
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Classes: Cleric, Druid, Ranger
Flame Blade
Level 2 Evocation
Casting Time: Bonus action
Range: Self
Components: V, S, M (a sumac leaf)
Duration: Concentration, up to 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 it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.
The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Classes: Druid, Sorcerer
Flaming Sphere
Level 2 Conjuration
Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Classes: Druid, Sorcerer, Wizard
Gentle Repose
Level 2 Necromancy
Casting Time: Action or Ritual
Range: Touch
Components: V, S, M (2 Copper Pieces, which the spell consumes)
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.
Classes: Cleric, Paladin, Wizard
Gust of Wind
Level 2 Evocation
Casting Time: Action
Range: Self
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 duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
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 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 your later turns, you can change the direction in which the Line blasts from you.
Classes: Druid, Ranger, Sorcerer, Wizard
Healing Spirit
Level 2 Conjuration
Casting Time: 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 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.
Classes: Druid, Ranger
Heat Metal
Level 2 Transmutation
Casting Time: 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 armour, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Classes: Artificer, Bard, Druid
Hold Person
Level 2 Enchantment
Casting Time: Action
Range: 60 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Invisibility
Level 2 Illusion
Casting Time: Action
Range: Touch
Components: V, S, M (an eyelash in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Knock
Level 2 Transmutation
Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.
When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
Classes: Bard, Sorcerer, Wizard
Lesser Restoration
Level 2 Abjuration
Casting Time: Bonus action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
Levitate
Level 2 Transmutation
Casting Time: Action
Range: 60 feet
Components: V, S, M (a metal spring)
Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Classes: Artificer, Sorcerer, Wizard
Locate Animals or Plants
Level 2 Divination
Casting Time: Action or Ritual
Range: Self
Components: V, S, M (fur from a bloodhound)
Duration: Instantaneous
Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Classes: Bard, Druid, Ranger
Locate Object
Level 2 Divination
Casting Time: Action
Range: Self
Components: V, S, M (a forked twig)
Duration: Concentration, up to 10 minutes
Describe or name an object that is familiar to you. You sense the direction to the object's location if 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 if 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 blocks a direct path between you and the object.
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Magic Mouth
Level 2 Illusion
Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (jade dust worth 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 fewer, 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 trigger 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 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 trigger 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.
Classes: Artificer, Bard, Wizard
Magic Weapon
Level 2 Transmutation
Casting Time: Bonus action
Range: Touch
Components: V, S
Duration: 1 hour
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. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
Classes: Artificer, Paladin, Ranger, Sorcerer, Wizard
Maximilian's Earthen Grasp
Level 2 Transmutation
Casting Time: Action
Range: 30 feet
Components: V, S, M (a miniature hand sculpted from clay)
Duration: Concentration, up to 1 minute
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Classes: Sorcerer, Wizard
Melf's Acid Arrow
Level 2 Evocation
Casting Time: Action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf)
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 4d4 Acid damage and 2d4 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 only.
Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2.
Classes: Wizard
Mind Spike
Level 2 Divination
Casting Time: Action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 hour
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Classes: Sorcerer, Warlock, Wizard
Mirror Image
Level 2 Illusion
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Classes: Bard, Sorcerer, Warlock, Wizard
Misty Step
Level 2 Conjuration
Casting Time: Bonus action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Classes: Sorcerer, Warlock, Wizard
Moonbeam
Level 2 Evocation
Casting Time: Action
Range: 120 feet
Components: V, S, M (a moonseed leaf)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
Classes: Druid
Nathair's Mischief
Level 2 Illusion
Casting Time: 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. |
Classes: Bard, Sorcerer, Wizard
Nystul's Magic Aura
Level 2 Illusion
Casting Time: Action
Range: Touch
Components: V, S, M (a small square of silk)
Duration: 24 hours
With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.
Mask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.
False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.
Classes: Wizard
Pass without Trace
Level 2 Abjuration
Casting Time: Action
Range: Self (30-foot emanation)
Components: V, S, M (ashes from burned mistletoe)
Duration: Concentration, up to 1 hour
You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Classes: Druid, Ranger
Phantasmal Force
Level 2 Illusion
Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a Study 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 affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Classes: Bard, Sorcerer, Wizard
Prayer of Healing
Level 2 Abjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
Classes: Cleric, Paladin
Protection from Poison
Level 2 Abjuration
Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Classes: Artificer, Cleric, Druid, Paladin, Ranger
Pyrotechnics
Level 2 Transmutation
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Classes: Artificer, Bard, Sorcerer, Wizard
Ray of Enfeeblement
Level 2 Necromancy
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Classes: Warlock, Wizard
Rime's Binding Ice
Level 2 Evocation
Casting Time: Action
Range: Self (30-foot cone)
Components: S, M (a vial of meltwater)
Duration: Instantaneous
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
Classes: Sorcerer, Wizard
Rope Trick
Level 2 Transmutation
Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.
The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.
Classes: Artificer, Wizard
Scorching Ray
Level 2 Evocation
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Classes: Sorcerer, Wizard
See Invisibility
Level 2 Divination
Casting Time: Action
Range: Self
Components: V, S, M (a pinch of talc)
Duration: 1 hour
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
Classes: Artificer, Bard, Sorcerer, Wizard
Shadow Blade
Level 2 Illusion
Casting Time: Bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a Bonus Action to cause the sword to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Classes: Sorcerer, Warlock, Wizard
Shatter
Level 2 Evocation
Casting Time: Action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Classes: Bard, Sorcerer, Wizard
Shining Smite
Level 2 Transmutation
Casting Time: Bonus action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage , and it can't benefit from the Invisible condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Classes: Paladin
Silence
Level 2 Illusion
Casting Time: Action or Ritual
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
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 has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Classes: Bard, Cleric, Ranger
Skywrite
Level 2 Transmutation
Casting Time: Action or Ritual
Range: Sight
Components: V, S
Duration: Concentration, up to 1 hour
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Classes: Artificer, Bard, Druid, Wizard
Snilloc's Snowball Swarm
Level 2 Evocation
Casting Time: 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 3d6 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 1d6 for each slot level above 2nd.
Classes: Sorcerer, Wizard
Spider Climb
Level 2 Transmutation
Casting Time: Action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.
Classes: Artificer, Sorcerer, Warlock, Wizard
Spike Growth
Level 2 Transmutation
Casting Time: Action
Range: 150 feet
Components: V, S, M (seven thorns)
Duration: Concentration, up to 10 minutes
The ground in a 20-foot-radius Sphere centered on a point within range 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 when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
Classes: Druid, Ranger
Spiritual Weapon
Level 2 Evocation
Casting Time: Bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.
Classes: Cleric
Spray of Cards
Level 2 Conjuration
Casting Time: Action
Range: Self (15-foot cone)
Components: V, S, M (a deck of cards)
Duration: Instantaneous
You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Suggestion
Level 2 Enchantment
Casting Time: Action
Range: 30 feet
Components: V, M (a drop of honey)
Duration: Concentration, up to 8 hours
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you could say, "Stop fighting, leave this library peacefully, and don't return."
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
Classes: Bard, Sorcerer, Warlock, Wizard
Summon Beast
Level 2 Conjuration
Casting Time: Action
Range: 90 feet
Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth 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 and 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 details 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 allies. 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 movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
Classes: Druid, Ranger
Tasha's Mind Whip
Level 2 Enchantment
Casting Time: Action
Range: 90 feet
Components: V
Duration: 1 round
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a Bonus Action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
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. The creatures must be within 30 feet of each other when you target them.
Warding Bond
Level 2 Abjuration
Casting Time: Action
Range: Touch
Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)
Duration: 1 hour
You touch another creature that is willing and create 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.
Classes: Cleric, Paladin
Warding Wind
Level 2 Evocation
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a 10-foot 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.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
- The area is difficult terrain for creatures other than you.
- The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Classes: Bard, Druid, Sorcerer, Wizard
Web
Level 2 Conjuration
Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the 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.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) 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.
Classes: Artificer, Sorcerer, Wizard
Zone of Truth
Level 2 Enchantment
Casting Time: 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 within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.
Classes: Bard, Cleric, Paladin