2nd-Level Spells — D&D 5e
54 2nd-level spells · D&D 5e · SRD 5.1
- Acid ArrowA shimmering green arrow streaks toward a target within range and bursts in a spray of acid.
- AidYour spell bolsters your allies with toughness and resolve.
- Alter SelfYou assume a different form.
- Animal MessengerBy means of this spell, you use an animal to deliver a message.
- Arcane LockYou touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.
- Arcanist's Magic AuraYou place an illusion on a creature or an object you touch so that divination spells reveal false information about it.
- AuguryBy casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly…
- BarkskinYou touch a willing creature.
- Blindness/DeafnessYou can blind or deafen a foe.
- BlurYour body becomes blurred, shifting and wavering to all who can see you.
- Branding SmiteThe next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike.
- Calm EmotionsYou attempt to suppress strong emotions in a group of people.
- Continual FlameA flame, equivalent in brightness to a torch, springs forth from an object that you touch.
- DarknessMagical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration.
- DarkvisionYou touch a willing creature to grant it the ability to see in the dark.
- Detect ThoughtsFor the duration, you can read the thoughts of certain creatures.
- Enhance AbilityYou touch a creature and bestow upon it a magical enhancement.
- Enlarge/ReduceYou cause a creature or an object you can see within range to grow larger or smaller for the duration.
- EnthrallYou weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw.
- Find SteedYou summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it.
- Find TrapsYou sense the presence of any trap within range that is within line of sight.
- Flame BladeYou evoke a fiery blade in your free hand.
- Flaming SphereA 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration.
- Gentle ReposeYou touch a corpse or other remains.
- Gust of WindA line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration.
- Heat MetalChoose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range.
- Hold PersonChoose a humanoid that you can see within range.
- InvisibilityA creature you touch becomes invisible until the spell ends.
- KnockChoose an object that you can see within range.
- Lesser RestorationYou touch a creature and can end either one disease or one condition afflicting it.
- LevitateOne creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
- Locate Animals or PlantsDescribe or name a specific kind of beast or plant.
- Locate ObjectDescribe or name an object that is familiar to you.
- Magic MouthYou plant a message to an object in the range of the spell.
- Magic WeaponYou touch a nonmagical weapon.
- Mirror ImageThree illusory duplicates of yourself appear in your space.
- Misty StepBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
- MoonbeamA silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range.
- Pass Without TraceA veil of shadows and silence radiates from you, masking you and your companions from detection.
- Prayer of HealingUp to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier.
- Protection from PoisonYou touch a creature.
- Ray of EnfeeblementA black beam of enervating energy springs from your finger toward a creature within range.
- Rope TrickYou touch a length of rope that is up to 60 feet long.
- Scorching RayYou create three rays of fire and hurl them at targets within range.
- See InvisibilityFor the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see through Ethereal.
- ShatterA sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
- SilenceFor the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range.
- Spider ClimbUntil the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while…
- Spike GrowthThe ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns.
- Spiritual WeaponYou create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
- SuggestionYou suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you.
- Warding BondThis spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
- WebYou conjure a mass of thick, sticky webbing at a point of your choice within range.
- Zone of TruthYou create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range.
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