Level 2 Spells

Spell Action
Acid Arrow Casting Time: 1 action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf and an adder’s stomach)
Duration: Instantaneous
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack (!(1d20 + {spAtk})) against the target. On a hit, the target takes !(4d4) acid damage immediately 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 and no damage at the end of its next turn.

Materials: Powdered rhubarb leaf and an adder’s stomach

Additional Damage:
Spell slot level 3: !!(1d4) initial !!(1d4) later
Spell slot level 4: !!(2d4) initial !!(2d4) later
Spell slot level 5: !!(3d4) initial !!(3d4) later
Spell slot level 6: !!(4d4) initial !!(4d4) later
Spell slot level 7: !!(5d4) initial !!(5d4) later
Spell slot level 8: !!(6d4) initial !!(6d4) later
Spell slot level 9: !!(7d4) initial !!(7d4) later
Aid Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: 8 hours
{name}'s spell bolsters their 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.

Materials: A tiny strip of white cloth

When {name} cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Alter Self Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
Click for more spell details at 5eSRD
{name} assumes a different form. When {name} casts the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, they can end one option as an action to gain the benefits of a different one.
_ Aquatic Adaptation.
_ Change Appearance.
* Natural Weapons.
Animal Messenger Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
By means of this spell, {name} uses an animal to deliver a message. Choose a Tiny beast {name} can see within range, such as a squirrel, a blue jay, or a bat. They specify a location, which they 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."" They also speak a message of up to {"twenty-five words"}. The target beast travels for the duration of the spell toward the specified location, covering about {"50 miles per 24 hours for a flying messenger"}, or {"25 miles for other animals"}.
When the messenger arrives, it delivers the message to the creature that {name} described, replicating the sound of their voice. The messenger speaks only to a creature matching the description they 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 {name} cast this spell.

Additional Duration:
Spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Arcane Lock Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Until dispelled
{name} touches a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. {name} and the creatures they designate when they cast this spell can open the object normally. They can also set a password that, when spoken within {"5 feet"} of the object, suppresses this spell for {"1 minute"}. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for {"10 minutes"}.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

Materials: Gold dust worth at least {"25 gp"}, which the spell consumes
Arcanist's Magic Aura Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 24 hours
Click for more spell details on 5eSRD

{name} places an illusion on a creature or an object touched so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.
When {name} casts the spell, choose one or both of the following effects. The effect lasts for the duration. If they cast this spell on the same creature or object every day for {"30 days"}, placing the same effect on it each time, the illusion lasts until it is dispelled.
_ False Aura.
_ Mask.

Materials: A small square of silk
Augury Casting Time: 1 minute
Range: Self
Components: V, S, M
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, {name} receives an omen from an otherworldly entity about the results of a specific course of action that they plan to take within the next 30 minutes. The GM chooses from the following possible omens:
_ Weal, for good results
_ Woe, for bad results
_ Weal and woe, for both good and bad results
_ Nothing, for results that aren’t especially good or bad

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 {name} casts the spell two or more times before completing their next long rest, there is a cumulative 25 percent chance for each casting after the first that they get a random reading. The GM makes this roll in secret.

Materials: Specially marked sticks, bones, or similar tokens worth at least 25 gp
Barkskin Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour
{name} touches 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.

Materials: A handful of oak bark
Blindness/Deafness Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
{name} can blind or deafen a foe. Choose one creature that {name} can see within range to make a Constitution saving throw DC {ssDC}. If it fails, the target is either blinded or deafened ({name}’s choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw DC {ssDC}. On a success, the spell ends.
At Higher Levels. When {name} casts this spell using a spell slot of 3rd level or higher, they can target one additional creature for each slot level above 2nd.
Blur Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
{name}'s body becomes blurred, shifting and wavering to all who can see {name}. For the duration, any creature has disadvantage on attack rolls against {name}. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
Branding Smite Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time {name} hits a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as they strikes. The attack deals an extra !(2d6) radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
Additional Damage:
Spell slot level 3: !!(1d6)
Spell slot level 4: !!(2d6)
Spell slot level 5: !!(3d6)
Spell slot level 6: !!(4d6)
Spell slot level 7: !!(5d6)
Spell slot level 8: !!(6d6)
Spell slot level 9: !!(7d6)
Calm Emotions Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
{name} attempts to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point they choose within range must make a Charisma saving throw DC {ssDC}; 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.
{name} 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, {name} can make a target indifferent about creatures of their 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 GM rules otherwise.
Continual Flame Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Until dispelled
A flame, equivalent in brightness to a torch, springs forth from an object that {name} touches. 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.

Materials: Ruby dust worth 50 gp, which the spell consumes
Darkness Casting Time: 1 action
Range: 60 feet
Components: V, M
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point {name} chooses within range to fill a {"15-foot-radius"} sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point {name} chooses is on an object they are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Materials: bat fur and a drop of pitch or piece of coal
Darkvision Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 8 hours
{name} touches a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Materials: Either a pinch of dried carrot or an agate
Detect Thoughts Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 minute
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For the duration, {name} can read the thoughts of certain creatures. When they cast the spell and as their action on each turn until the spell ends, they can focus their mind on any one creature that {name} can see within {"30 feet"} of them. If the creature {name} chooses has an Intelligence of {"3"} or lower or doesn’t speak any language, the creature is unaffected.
{name} initially learns the surface thoughts of the creature—what is most on its mind in that moment. As an action, they can either shift their attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If they probe deeper, the target must make a Wisdom saving throw DC {ssDC}. If it fails, they gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that {name} is probing into its mind, and unless {name} shifts their attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by {name}'s Intelligence check; if it succeeds, the spell ends.

Materials: A copper piece
Enhance Ability Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour.
{name} touches a creature and bestows upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
_ Bear’s Endurance. The target has advantage on Constitution checks. It also gains !(2d6) temporary hit points, which are lost when the spell ends.
_ Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
_ Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling {"20 feet"} or less if it isn’t incapacitated.
_ Eagle’s Splendor. The target has advantage on Charisma checks.
_ Fox’s Cunning. The target has advantage on Intelligence checks.
_ Owl’s Wisdom. The target has advantage on Wisdom checks.

When {name} casts this spell using a spell slot of 3rd level or higher, they can target one additional creature for each slot level above 2nd.

Materials: Fur or a feather from a beast
Enlarge/Reduce Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Click for Spell details at 5eSRD

{name} causes a creature or an object they can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw DC {ssDC}. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Materials: A pinch of powdered iron
Enthrall Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
{name} weaves a distracting string of words, causing creatures of their choice that they can see within range and that can hear them to make a Wisdom saving throw DC {ssDC}. Any creature that can’t be charmed succeeds on this saving throw automatically, and if {name} or their companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than {name} until the spell ends or until the target can no longer hear them. The spell ends if {name} is incapacitated or can no longer speak.
Find Steed Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous
{name} summons 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 {name} chooses: a warhorse, a pony, a camel, an elk, or a mastiff. (The 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 ({name}'s choice) instead of its normal type. Additionally, if their steed has an Intelligence of {"5"} or less, its Intelligence becomes {"6"}, and it gains the ability to understand one language of {name}'s choice that {name} speaks.
Their steed serves them as a mount, both in combat and out, and they have an instinctive bond with it that allows them to fight as a seamless unit. While mounted on their steed, they can make any spell they cast that targets only them also target their steed.
When the steed drops to {"0 hit points"}, it disappears, leaving behind no physical form. {name} can also dismiss their steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While their steed is within `{"1 mile} of them, they can communicate with it telepathically.
{name} can’t have more than one steed bonded by this spell at a time. As an action, they can release the steed from its bond at any time, causing it to disappear. |
Find Traps Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
{name} senses the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect they consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present.
They don’t learn the location of each trap, but they do learn the general nature of the danger posed by a trap they sense.
Flame Blade Casting Time: 1 bonus action
Range: Self
Components: V, S, M
Duration: Concentration, up to 10 minutes
{name} evokes a fiery blade in their free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If {name} lets go of the blade, it disappears, but can evoke the blade again as a bonus action.
{name} can use their action to make a melee spell attack with the fiery blade. On a hit, the target takes {"3d6"} fire damage.
The flaming blade sheds bright light in a {"10-foot radius"} and dim light for an additional {"10 feet"}.

When they cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Materials: Leaf of sumac
Flaming Sphere Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
A {"5-foot-diameter"} sphere of fire appears in an unoccupied space of {name}'s choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw DC {ssDC}. The creature takes {"2d6"} fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, {name} can move the sphere up to {"30 feet"}. If they ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
When they move the sphere, they can direct it over barriers up to {"5 feet tall"} and jump it across pits up to {"10 feet wide"}. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a {"20-foot radius"} and dim light for an additional {"20 feet"}.

When they cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Materials: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron
Gentle Repose Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 10 days
{name} touches 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.

Materials: A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration
Gust of Wind Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M
Duration: Concentration, up to 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts from {name} in a direction they choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw DC {ssDC} or be pushed {"15 feet"} away from them in a direction following the line.
Any creature in the line must spend {"2 feet"} of movement for every {"1 foot"} it moves when moving closer to them.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a {"50 percent"} chance to extinguish them.
As a bonus action on each of their turns before the spell ends, they can change the direction in which the line blasts from them.

Materials: a legume seed
Heat Metal Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that {name} can see within range. {name} causes the object to glow red-hot. Any creature in physical contact with the object takes !(2d8) fire damage when they cast the spell. Until the spell ends, they can use a bonus action on each of their subsequent turns to cause {"1d8"} fire damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw DC {ssDC} 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 {name}’s next turn.

Materials: A piece of iron and a flame

Additional Damage:
Spell slot level 3: !!(1d8)
Spell slot level 4: !!(2d8)
Spell slot level 5: !!(3d8)
Spell slot level 6: !!(4d8)
Spell slot level 7: !!(5d8)
Spell slot level 8: !!(6d8)
Spell slot level 9: !!(7d8)
Hold Person Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Choose a humanoid that {name} can see within range. The target must succeed on a Wisdom saving throw DC {ssDC} or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw DC {ssDC}. On a success, the spell ends on the target.

When they cast this spell using a spell slot of 3rd level or higher, they can target one additional humanoid for each slot level {"above 2nd"}. The humanoids must be within {"30 feet"} of each other when they target them.

Materials: A small, straight piece of iron
Invisibility Casting Time: 1 action
Range: Touch
Components: V, S, M ()
Duration: Concentration, up to 1 hour
A creature {name} touches becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

When they cast this spell using a spell slot of {"3rd level or higher"}, they can target one additional creature for each slot level {"above 2nd"}.

Materials: An eyelash encased in gum arabic
Knock Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that {name} 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 {name} chooses a target that is held shut with arcane lock, that spell is suppressed for {"10 minutes"}, during which time the target can be opened and shut normally.
When {name} casts the spell, a loud knock, audible from as far away as {"300 feet"}, emanates from the target object.
Lesser Restoration Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
{name} touches a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Levitate Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
One creature or object of {name}’s choice that they can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to {"500 pounds"}. An unwilling creature that succeeds on a Constitution saving throw DC {ssDC} 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. {name} can change the target’s altitude by up to {"20 feet"} in either direction. If they are the target, they can move up or down as part of their move. Otherwise, they can use their 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.

Materials: Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
Locate Animals or Plants Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Instantaneous
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in their surroundings, {name} learns the direction and distance to the closest creature or plant of that kind within {"5 miles"}, if any are present.

Materials: A bit of fur from a bloodhound
Locate Object Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Concentration, up to 10 minutes
Describe or name an object that is familiar to {name}. They sense the direction to the object’s location, as long as that object is within {"1,000 feet"} of them. If the object is in motion, they know the direction of its movement.
The spell can locate a specific object known to {name}, as long as they has seen it up close—{"within 30 feet"}—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between {name} and the object.

Materials: A forked twig
Magic Mouth Casting Time: 1 minute
Range: 30 feet
Components: V, S, M
Duration: Until dispelled
{name} implants a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that {name} can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver their message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in their voice and at the same volume they spoke. If the object they chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When they cast this spell, they can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as they like, though it must be based on visual or audible conditions that occur within {"30 feet"} of the object. For example, {name} 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.

Materials: A small bit of honeycomb and jade dust worth at least {"10 gp"}, which the spell consumes
Magic Weapon Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
{name} touches a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a {"+1"} bonus to attack rolls and damage rolls.

When {name} casts this spell using a spell slot of {"4th level or higher"}, the bonus increases to {"+2"}. When {name} use a spell slot of {"6th level or higher"}, the bonus increases to {"+3"}.
Mirror Image Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of {name} appear in their space. Until the spell ends, the duplicates move with them and mimic their actions, shifting position so it’s impossible to track which image is real. They can use their action to dismiss the illusory duplicates.
Each time a creature targets {name} with an attack during the spell’s duration, {"roll a d20"} to determine whether the attack instead targets one of their duplicates.
If they have three duplicates, they must roll a {"6 or higher"} to change the attack’s target to a duplicate. With two duplicates, they must roll an {"8 or higher"}. With one duplicate, they must roll an {"11 or higher"}.
A duplicate’s AC equals {10 + DexMod}. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Misty Step Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M
Duration: Until dispelled

Briefly surrounded by a silvery mist, {name} teleports up to {"30 feet"} to an unoccupied space that they can see.
Moonbeam Casting Time: 1 action
Range: 120 feet
Components: V, S, M
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.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw DC {ssDC}. It takes {"2d10"} (!(2d10)) radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of {name}'s turns after they cast this spell, they can use an action to move the beam {"60 feet"}in any direction.

Materials: Several seeds of any moonseed plant and a piece of opalescent feldspar

Additional Damage:
Spell slot level 3:{"1d10"}!!(1d10)
Spell slot level 4:{"2d10"}!!(2d10)
Spell slot level 5:{"3d10"}!!(3d10)
Spell slot level 6:{"4d10"}!!(4d10)
Spell slot level 7:{"5d10"}!!(5d10)
Spell slot level 8:{"6d10"}!!(6d10)
Spell slot level 9:{"7d10"} !!(7d10)
Pass without Trace Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from {name}, masking them and companions from detection. For the duration, each creature {name} chooses within {"30 feet"} (including themselves) has a +10 bonus to Dexterity (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.

Materials: Ashes from a burned leaf of mistletoe and a sprig of spruce
Prayer of Healing Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Up to six creatures of {name}’s choice that they can see within range each regain hit points equal to !(2d8 + {CastStatMod}). This spell has no effect on undead or constructs.

When they cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Additional Healing:
Spell slot level 3: !!(1d8)
Spell slot level 4: !!(2d8)
Spell slot level 5: !!(3d8)
Spell slot level 6: !!(4d8)
Spell slot level 7: !!(5d8)
Spell slot level 8: !!(6d8)
Spell slot level 9: !!(7d8)
Protection from Poison Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
{name} touches a creature. If it is poisoned, {name} neutralizes the poison. If more than one poison afflicts the target, {name} neutralizes one poison that they know is present, or they neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Ray of Enfeeblement Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from {name}'s finger toward a creature within range. Make a ranged spell attack against the target (!(1d20 + {spAtk})). On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw DC {ssDC} against the spell. On a success, the spell ends.
Rope Trick Casting Time: 1 action
Range: Touch
Components: V, S, M (powdered corn extract and a twisted loop of parchment)
Duration: 1 hour
{name} touches a length of rope that is up to {"60 feet"} long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
Scorching Ray Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
{name} creates three rays of fire and hurls them at targets within range. They can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes {"2d6"} fire damage.

Spell Attack 1: !(1d20 + {spAtk}) Damage: !(2d6)
Spell Attack 2: !(1d20 + {spAtk}) Damage: !(2d6)
Spell Attack 3: !(1d20 + {spAtk}) Damage: !(2d6)

When they cast this spell using a spell slot of {"3rd level or higher"}, they create one additional ray for each slot level above {"2nd"}.
Additional rays:
Spell Attack: !!(1d20 + {spAtk}) Damage: !!(2d6)
Spell Attack: !!(1d20 + {spAtk}) Damage: !!(2d6)
Spell Attack: !!(1d20 + {spAtk}) Damage: !!(2d6)
Spell Attack: !!(1d20 + {spAtk}) Damage: !!(2d6)
Spell Attack: !!(1d20 + {spAtk}) Damage: !!(2d6)
Spell Attack: !!(1d20 + {spAtk}) Damage: !!(2d6)
Spell Attack: !!(1d20 + {spAtk}) Damage: !!(2d6)
See Invisibility Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: 1 hour
For the duration, {name} sees invisible creatures and objects as if they were visible, and can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Materials: A pinch of talc and a small sprinkling of powdered silver
Shatter Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of {name}'s choice within range. Each creature in a {"10-foot-radius"} sphere centered on that point must make a Constitution saving throw DC {ssDC}. A creature takes !(3d8) thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

Materials: A chip of mica
When {name} casts this spell using a spell slot of 3rd level or higher, the damage increases by {"1d8"} for each slot level above 2nd.
Additional Damage:
Spell slot level 3: !!(1d8)
Spell slot level 4: !!(2d8)
Spell slot level 5: !!(3d8)
Spell slot level 6: !!(4d8)
Spell slot level 7: !!(5d8)
Spell slot level 8: !!(6d8)
Spell slot level 9: !!(7d8)
Silence Casting Time: 1 action
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 {name} chooses 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.
Spider Climb Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature {name} touches gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Materials: A drop of bitumen and a spider
Spike Growth Casting Time: 1 action
Range: 150 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
The ground in a {"20-foot 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 {"5 feet"} 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 Wisdom (Perception) check DC {ssDC} to recognize the terrain as hazardous before entering it.

Materials: Seven sharp thorns or seven small twigs, each sharpened to a point
Spiritual Weapon Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
{name} creates a floating, spectral weapon within range that lasts for the duration or until they cast this spell again. When they cast the spell, they can make a melee spell attack against a creature within {"5 feet"} of the weapon. On a hit, the target takes force damage equal to {"1d8 + "}{CastStatMod}.
As a bonus action on their turn, {name} can move the weapon up to {"20 feet"} and repeat the attack against a creature within {"5 feet"} of it.
The weapon can take whatever form {name} chooses. 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 they cast this spell using a spell slot of {"3rd level or higher"}, the damage increases by {"1d8"} for every two slot levels above 2nd.
Suggestion Casting Time: 1 action
Range: 30 feet
Components: V, M
Duration: Concentration, up to 8 hours
{name} suggests a course of activity (limited to a sentence or two) and magically influence a creature they can see within range that can hear and understand them. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw DC {ssDC}. On a failed save, it pursues the course of action {name} described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
{name} can also specify conditions that will trigger a special activity during the duration. For example, they might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If they or any of their companions damage the target, the spell ends.

Materials: A snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Warding Bond Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 1 hour
This spell wards a willing creature {name} touches and creates a mystic connection between them and the target until the spell ends. While the target is within 60 feet of {name}, it gains a {"+1 bonus to AC and saving throws"}, and it has resistance to all damage. Also, each time it takes damage, {name} takes the same amount of damage.
The spell ends if they drop to {"0 hit points"} or if they 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. They can also dismiss the spell as an action.

Materials: A pair of platinum rings worth at least 50 gp each, which {name} and the target must wear for the duration
Web Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 hour
Spell Save DC: {ssDC}
More spell details on 5eSRD

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

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.

Materials: A bit of spiderweb
Zone of Truth Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
{name} creates a magical zone that guards against deception in a {"15-foot-radius sphere"} centered on a point of their choice 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 must make a Charisma saving throw DC {ssDC}. On a failed save, a creature can’t speak a deliberate lie while in the radius. {name} knows 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 a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

If you are playing a spellcaster, please note the additional steps required to complete automation for your spells in this article