2nd Level Conjuration Spells
Acid Spray
2nd Level ConjurationCasting Time: 1 Action
Range: 90 feet
Components: V, S, M (a vial of diluted poison)
Duration: Instantaneous
Class: Sorcerer, Warlock
A concentrated ball of acid ejects your hand to a point you choose within range and explodes upon impact. Each creature in a 10-foot-radius sphere centred on that point must make a Dexterity saving throw. A target takes 3d8 acid 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.
Angel Beat
2nd Level ConjurationCasting Time: 1 Bonus Action
Range: Self (60 Feet)
Components: V, S
Duration: Concentration, up to 10 minutes
Class: Bard
You begin singing a melodious tune with a voice gifted by the gods and fill your whole team with health and the vigour to fight longer and harder. During the turn this was cast and whenever an ally starts their turn within range and can hear you, you may roll one of your Bardic Inspiration Die to heal that ally for the amount equal to your roll. (This does not require you to have any Bardic Inspiration Die stored and will not expend a Bardic Inspiration Die to use.)
At Higher Levels. Add one Bardic Inspiration Die for each level higher than 2nd. At 4th level, add +1 AC to all allies within range and double allies movement speed who start their turn within range of this spell. At 7th level, give all allies who attack while they are within range advantage on all their attack rolls for this turn. At 8th level, increase the critical hit range of all allies within range by 1.
Arcane Sphere
2nd Level ConjurationCasting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Concentration, up to 1 minute
Class: Sorcerer, Warlock, Wizard
You conjure a movable sphere of pure arcane energy.
A 5-foot-diameter sphere of pure magical energy appears in an unoccupied space of your 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. The creature takes 2d6 force 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. If you move 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 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. The sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
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.
Boreale's Deep Strike
2nd Level ConjurationCasting Time: 1 Minute
Range: Touch
Components: V, S, M (a speck of steel)
Duration: 8 Hours
Class: Artificer, Sorcerer, Warlock, Wizard
Touch one creature when you finish casting this spell. The next time this creature rolls initiative, they instantly vanish into the Ethereal Plane. At the start of their next turn, they reappear up to 100 feet away from their original location. They cannot appear within 10 feet of a hostile creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can touch one additional creature for every level above 2nd.
Corrosive Bile
2nd Level ConjurationCasting Time: 1 Action
Range: Self (20 feet)
Components: V, S, M (a ration, consumed by the spell)
Duration: Concentration, up to 1 minute
Class: Artificer, Druid, Sorcerer, Warlock, Wizard
You begin to hurl, as you create a 20 foot long, 3 foot wide beam, which melts just about everything it touches. Something that enters or starts their turn in the beam must make a Dexterity saving throw, or take 1d10 acid damage. Additionally, any non-magical objects caught in the beam will begin to degrade. If the object isn't being worn or carried, it destroys a 1-foot cube of it. If the object is being worn or carried by a creature, a failure of the above Dexterity save incurs the following effects.
If the object touched is either armor or a shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held weapon, it gains a permanent and cumulative -1 penalty to attack and damage rolls. A weapon that drops to -5 is destroyed.
As an action, you may change the direction of the beam.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for every level above 2nd.
Create Building
2nd Level ConjurationCasting Time: 1 minute
Range: 30 feet
Components: V
Duration: Instantaneous
Class: Bard, Sorcerer, Wizard
This spell creates a simple building that fits entirely within a 10-foot cube within range. Creatures within this area when you cast the spell are harmlessly pushed to the nearest unoccupied space. The building may be made of wood, stone, brick, or similar structural material, and can be structured and furnished however you wish. This spell can't create food, magic items, mechanical details more complex than hinges and latches, or anything stronger than iron, and any material removed from the building vanishes instantly. After 7 days or when you create another building with this spell, the building crumbles into the ground and vanishes. You can cast this spell again while it is active to maintain the building’s existence for another 7 days.
Casting this spell on the same building once every 7 days for a year makes it permanent.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the size of the cube by 5 feet for each slot level beyond 1st.
Dancing Rune Weapon
2nd Level ConjurationCasting Time: 1 Bonus Action
Range: Self
Components: S, M (A small replica of the weapon)
Duration: Concentration, up to one minute
Class: Artificer, Bard, Cleric, Paladin, Wizard
You conjure a floating spectral weapon, identical to one that you are wielding, that floats alongside you and mimics your actions for the duration. Whenever you take the Attack action, you may make one weapon attack with the spectral weapon against the same target. The spectral weapon deals force damage on a hit instead of its normal damage.
Drizonym's Spectral Dagger
2nd Level ConjurationCasting Time: 1 Bonus Action
Range: 150 Feet
Components: V, S, M (a small chunk of raw iron)
Duration: Instantaneous
Class: Artificer, Bard, Cleric, Sorcerer
You conjure a slim spectral dagger made of spectral energy and hurl it with deadly precision. Make a ranged spell attack against a target within range, dealing force damage equal to 1d10 + your Dexterity modifier (minimum 1) on a hit.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by an amount equal to 1d10 + your Dexterity modifier again for every slot level above 1st.
Ethereal Limbs
2nd Level ConjurationCasting Time: 1 Action
Range: Self
Components: V, S
Duration: 1 Minute
Class: Artificer, Bard, Cleric, Paladin, Warlock
You create a pair of spectral arms attached to your body, which remain for the duration. The arms are as strong as your own corporeal arms and have the same reach. The new members are able to wield any melee weapon, but require a bonus action to make an attack. Any weapon among your possessions, such as scabbards, backpacks, or straps, can be drawn by such arms as part of the attack bonus action.
As a bonus action, you can make an unarmed strike with your spectral limbs. On a hit, an unarmed strike with a spectral limb deals bludgeoning damage equal to 1d4 plus your Strength modifier.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you conjure an additional pair of arms, and the unarmed strike damage of arms created by this spell increases by 1d4.
Fountain of Night
2nd Level ConjurationCasting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Concentration, up to 1 minute
Class: Warlock
You call forth an intangible horror. It appears in an space that is a 5-foot cube you can see within range. Typically, the horror resembles a mass of shadows filled with writhing black tentacles and gnashing teeth, although it can appear as any sort of terrifying phenomena of your choice.
Until the spell ends, whenever you or a creature you can see moves into the horror's space for the first time on a turn or starts its turn there, you can cause the horror to attack the creature. When you do so, the creature must make a Wisdom saving throw. On a failure, the creature takes 2d8 necrotic damage and becomes frightened of the horror until the end of your next turn. On a successful save, the creature takes half as much damage and isn't frightened.
As a bonus action on your turn, you can move the horror up to 30 feet to a space you can see. Creatures which are immune to being frightened are also immune to damage from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each spell slot level above 2nd.
Gravity Bomb
2nd Level ConjurationCasting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Concentration, up to 1 minute
Class: Sorcerer, Warlock, Wizard
You create an orb that starts at 1 foot in diameter that bends space and gravity causing all creatures within 10 feet of it to make a Strength saving throw at the start of their turn or be pulled up to 10 feet to the nearest open space adjacent to the orb.
- All affects only work on creatures that are a size of Large or smaller.
- Any creature that tries to move away from the orb while within the pull radius moves at half speed, and if they move toward the orb they move at double speed.
- At the start of a creatures turn that is within the pull radius of the orb, it must succeed on a Strength saving throw or be pulled 10 feet.
- Once a creature is adjacent to the orb, be it willingly or not, it's movement speed is reduced to 0. However, a creature may remake it's saving throw at the start of each of its turns. If it succeeds, it is no longer rooted by this spell and cannot be rooted by this spell until the start of its next turn.
- Every round that the orb remains the radius of the pull increases by 5 feet and the diameter of the orb increases by 1 foot, getting no larger than 5 feet.
If you lose concentration then the orb detonates early instead and all creatures succeed on their saving throw against it.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d10 and the pull speed is increased by 5 feet for each slot level above 2nd.
Heat Shot
2nd Level ConjurationCasting Time: 1 Action
Range: 120 Feet
Components: S, M (A small pebble)
Duration: Instantaneous
Class: Sorcerer, Wizard
You hurl a molten rock, inflicting damage and melting even the strongest of armor. Make a ranged spell attack against one target in range. On a hit, the target takes 1d8 fire damage. If a hit target is wearing non-magical metal armor, it becomes damaged and the target suffers -1 AC. The target's armor is rendered useless after it reaches a -5 AC, and is destroyed beyond repair by normal means.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals an additional 1d8 damage and causes affected armor to suffer an additional -1 penalty for each slot above 2nd.
Hellfire Harpoon
2nd Level ConjurationCasting Time: 1 Action
Range: 60 Feet
Components: S, M (A chain attached to a dagger)
Duration: Instantaneous
Class: Sorcerer, Warlock
You summon a burning chain with a vicious barbed harpoon that flies from your hand towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 piercing damage and 2d6 fire damage, and must succeed on a Strength saving throw or be pulled up to 60 feet closer to you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage is increased by 1d6 per slot level above 2nd.
Implode Poison
2nd Level ConjurationCasting Time: 1 Action
Range: 60 Feet
Components: V, S, M (a portion of nightshade root)
Duration: Instantaneous
Class: Bard, Druid, Ranger, Sorcerer
You conjure a strain of poison within a creature you can see within range, which then explodes within the target. The target makes a Constitution saving throw. The target takes 3d8 poison damage on a failed save, or half as much damage on a successful one.
If the target was poisoned, it has disadvantage on the saving throw, and the spell's damage increases by 4d8 for the target.
Constructs and undead are unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage and additional damage against poisoned target each increase by 1d8 for each slot level above 2nd.
Magechain
2nd Level ConjurationCasting Time: 1 Action
Range: 30 Feet
Components: V, S
Duration: Concentration, up to 1 minute
Class: Sorcerer, Warlock, Wizard
Binding chains of arcane force materialize and lash themselves to a target within range. The target must succeed on a Strength saving throw or be restrained for the duration. At your choice the chains can be anchored deep in the ground. A creature restrained by the chains can use its action to make a Strength save against your spell save DC. On a success, it frees itself.
The chains vibrate with a subtle but powerful hum just under the range of hearing. Human ears cannot detect the sound, but it disturbs concentration, making even innate abilities like a dragon's fire breath or an illithid's plane shift difficult to use. Every time a creature restrained by the chains tries to cast a spell (even one without somatic components) or use a spell-like ability it must make a Constitution saving throw or waste the spell or ability.
If you successfully maintain concentration for the length of the duration, 1 minute, the effect lasts for 24 hours unless dispelled or until you dismiss it as an action. The target can make a new escape attempt once every hour.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher you can target one additional creature for each slot level above 1st. The targets must be within 30 feet of each other when you cast the spell.
Moving Platform
2nd Level ConjurationCasting Time: 1 Action
Range: Self (5-foot Cube)
Components: S, M (A pebble)
Duration: Concentration, up to 10 minutes
Class: Artificer, Bard, Druid, Sorcerer, Warlock
The caster throws the rock, which extends into a platform that hovers above the ground. The platform can support up to 3 average sized humanoid creatures, and can hold limitless weight. It can hover only up to 5 feet off the ground, but can go higher if there is a wall-like surface next to it, essentially allowing the platform to scale the wall. The caster of the spell can control the platform as a bonus action on their turn, and it has a movement speed of 70 feet. The caster must be on or touching the platform at all times, or else it will shrink back into the rock used to cast the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the platform grows slightly larger. At each higher level, the platform can support 1 more humanoid creature.
Murder of Crows
2nd Level ConjurationCasting Time: 1 Action
Range: 40 feet
Components: V, S
Duration: Concentration, up to half a minute
Class: Sorcerer, Warlock, Wizard
You reach your hand out towards your target, your skin transitions to the darkest of black. With a snap of your fingers, crows erupt forth and surround your enemies. All creatures within a 10 foot cube of your chosen point become surrounded, hindering their sight and dealing 2D6 piercing damage per round to those inside. Creatures within the area of effect make a CON saving throw, on a successful save the creature takes only half damage. While inside of the spell's cube all creatures roll ranged attacks with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher the damage is increased by 1D6 for each spell slot used above 2nd.
Para's Portable Place
2nd Level ConjurationCasting Time: 10 Minutes
Range: Touch
Components: V, S, M (A closed door)
Duration: Instantaneous
Class: Wizard
You are able to magically alter where a door that you are touching leads to. This new doorway leads to an Extradimensional Wizards Tower. During the ritual you must remain in contact with the doorknob, once the ritual is complete the doorway is laced in arcane runes and the knob begins to glow. These effects last until you have left the Wizards Tower. This magical doorway will not let another living creature enter the Tower.
The tower has dimensions of 40ft 70ft Tall and is broken up into 5 rooms; A study, library, kitchen, bedroom, an Arcane Laboratory, and a roof. There are windows throughout the tower. When you look out the windows or lookout from the roof, you’ll find you’re in a dense forest. The windows are not large enough for you to climb through. If for whatever reason if you fall off the roof you will be spat out of the portal back into the real world right before you hit the ground.
Time moves faster inside the tower, 2 hours in the tower is 1 hour out. While in the tower you are not protected from Divination magics. You are the only person that may enter this place however that doesn’t mean the tower is frozen in time when you are not there.
Poison Mist
2nd Level ConjurationCasting Time: 1 Action
Range: 120 Feet
Components: V, S, M (A poisonous berry)
Duration: Concentration, up to 1 Minute
Class: Artificer, Druid, Warlock, Wizard
You raise your hand and evoke a 10-foot radius sphere of poisonous purple mist at a point you choose within range that you can see. The gas spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 2d4 poison damage and becoming poisoned for one minute on a failed save, or half as much and not becoming poisoned on a success. A creature poisoned by the mist of this spell takes 1d4 poison damage at the start of each of their turns. A creature can avoid the effects of this spell if they hold their breath or don't need to breathe.
When the spell ends, the cloud continues to linger for a brief moment, its effects persisting until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a creature poisoned by this spell takes 2d4 more poison damage at the start of each of their turns for every level above 2nd.
Pulling Shade
2nd Level ConjurationCasting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Concentration, up to 1 minute
Class: Cleric, Warlock
You manifest a whirlpool-like, swirling mass of darkness that ensnares and decays your victims. Choose a point on any level ground within range. For the duration, any creature that begins its turn within 40 feet of this point must succeed on a Strength saving throw or be pulled 20 feet closer to its centre. A flying creature has disadvantage on this saving throw.
Any creature that starts its turn within 20 feet of the point, or enters it on its turn, must make a Constitution saving throw. It takes 3d6 necrotic damage on a failure, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Pursuers
2nd Level ConjurationCasting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Instantaneous
Class: Sorcerer, Wizard
You summon three orbs of warm darkness that seek enemies. Each orb targets the closest hostile creature that they can see within range, and deals 1d8 + 1 necrotic damage to the target. The orbs all strike simultaneously. This spell has no effect on constructs.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more orb for each slot level above 2nd.
Searing Choker
2nd Level ConjurationCasting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Class: Cleric, Sorcerer, Warlock, Wizard
You reach out and conjure a circle of super-heated metal around your victim's neck. The red-hot choker sheds bright light for 30 feet centered on the target, and dim light out to 60 feet. The choker does not count as being worn by the target.
The target takes 2d6+2 fire damage when you cast this spell, and you can repeat this damage each turn for the duration of the spell as a bonus action. On each of its turns, the target may use its action to make a Strength saving throw to attempt to remove the choker. The target has advantage on this save if its size is Huge or greater.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals 1d6+1 additional fire damage for every level above 2nd.
Shuriken of Darkness
2nd Level ConjurationCasting Time: 1 Action
Range: 120 Feet
Components: S, M (A shuriken or dagger, which the spell consumes)
Duration: Concentration, up to 1 minute
Class: Ranger, Wizard
Make a ranged spell attack against a target within range. On a hit, the target is surrounded by magical darkness and smoke, clouding its vision and draining its vitality. The attack deals 2d8 necrotic damage and a 5-foot radius sphere of magical darkness surround the target until the spell ends.
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.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d8 for each slot level above 2nd level.
Summon Astral Beast
2nd Level ConjurationCasting Time: 1 Minute
Range: 10 Feet
Components: V, S
Duration: Instantaneous
Class: Sorcerer, Warlock, Wizard
As you close your eyes and reach one hand out in front of you, you speak the astral words for beast, and astral. Blue astral energy sparks from your hands and the surrounding area as a small dog-like form materializes in an empty space within range. The astral beast has the statistics of a blink dog with 20 hit points.
The astral beast remains with you until its hit points reach 0 or you choose to release it as a bonus action. When you release it or it dies, it releases a flash of harmless astral energy and vanishes. You can only have 1 active blink dog at a time, casting this spell again makes the previous blink dog disappear. The spell slot used for this spell is considered "locked" as long as the respective astral beast is at your service. When you take a rest, the spell slot is not restored as long as the respective astral beast is still at your service. Each astral beast still needs to eat, drink, breathe, and sleep.
While your your astral beast is within 100 feet of you, you can communicate with it telepathically (no action required by you), and do the following:
- As an action, you can look through its eyes and gain any other special senses the beast has. During this time, you are deaf and blind with regard to your own senses. It takes another action to end this effect.
- On each of your turns, you can use a Bonus Action to mentally Command any astral beast you made with this spell if the creature is within 100 feet of you.
- You can also cast spells through one of the astral beasts you control as if it had cast it. It must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.
Summon Fungal Beast
2nd Level ConjurationCasting Time: 1 Action
Range: 30 Feet
Components: V, S, M (barrelstalk flesh, waterorb flesh, fire lichen, or wisp lichen, one of which the spell consumes)
Duration: Concentration, up to 1 hour
Class: Artificer, Druid, Ranger, Wizard
You call forth a stealthy fungus spirit. It manifests in an unoccupied space that you can see within range and it is equipped with a longsword. This corporeal form uses the Fungal Warrior stat block. When you cast the spell, the material component you use determines certain traits in its stat block. The summoned warrior resembles the material component used. The warrior disappears when it drops to 0 hit points or when the spell ends, but it leaves behind the longsword it uses. If this longsword deals a damage type other than slashing it only applies for the fungal warrior, and it behaves like a normal longsword for any other creature that uses it.
The warrior is an ally to you and your companions. In combat, the warrior shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Tentacles
2nd Level ConjurationCasting Time: 1 Action
Range: 30 Feet
Components: V, S
Duration: 1 Minute
Class: Warlock
You tear a hole to the Far Realm from which emerges a 15-foot long tentacle. Without using an action, you can cause this tentacle to interact with the environment and objects, performing actions such as opening doors and grabbing objects. In combat, you can use the tentacle in the following manners:
- You can force a creature within the tentacle's reach to make a Strength saving throw against your spell save DC, or be grappled by the tentacle. The creature can use an Action to attempt the saving throw again, freeing itself from the grapple on a success.
- When a creature is grappled, you can use an Action to cause the tentacle to crush the grappled creature, causing 1d8 bludgeoning damage to it.
- As an bonus action on your turn, you can cause the tentacle to attack creatures, dealing 1d8 bludgeoning damage on a hit. You can't attack or interact with objects with the tentacle while the tentacle is grappling a creature.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot. When you cast it using a 5th- or 6th-level spell slot, you conjure a third tentacle. When you cast it using a spell slot of 7th level or higher, you conjure a fourth tentacle.
Warden's Step
2nd Level ConjurationCasting Time: 1 reaction, which you take when you see a creature within 30 feet being attacked, or when targeted by a weapon attack or spell attack
Range: Self
Components: V, S
Duration: Instantaneous
Class: Cleric, Paladin, Sorcerer, Warlock, Wizard
In response to being targeted by a weapon attack or spell attack, you disappear in a flash of silvery mist. The triggering attack automatically misses, and you teleport up to 30 feet to an unoccupied space that you can see.
When a creature you can see is attacked, you can teleport to an unoccupied place within 5 feet of it, forcing the attack to be made against you instead.
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