S.2 2nd level Spells - JulTob/DnD GitHub Wiki
2nd Level
Earthbind
- Level: 2nd-level
- School: Transmutation
- Casting Time: 1 action
- Range: 300 feet
- Components: V
- Duration: Concentration, up to 1 minute
Description
Earthbind is a 2nd-level transmutation spell that allows the caster to restrict the movement of flying creatures, forcing them to descend to the ground.
Effects:
- Target: The spell targets one creature within range that the caster can see.
- Saving Throw: The target must make a Strength saving throw. On a failed save, the target's flying speed (if any) is reduced to 0 feet for the spell's duration.
- Descent: If the target is airborne when it fails the saving throw, it descends at a rate of 60 feet per round until it reaches the ground or the spell ends.
- Non-Flying Creatures: The spell has no effect on creatures that are not currently flying or using flight to stay aloft.
Components:
- Verbal (V): The caster must speak an incantation that magically binds the target to the earth.
Strategic Applications:
- Anti-Flyer: Earthbind is particularly effective against flying enemies, such as dragons or airborne spellcasters, grounding them and preventing them from using their flight to their advantage.
- Control: By forcing a flying creature to the ground, the caster can deny it the ability to escape or attack from an elevated position, making it vulnerable to ground-based attacks.
- Tactical Positioning: Grounding an enemy can change the dynamics of a battle, especially in environments where flight offers a significant advantage.
Limitations:
- Single Target: The spell affects only one creature at a time, limiting its use in encounters with multiple flying enemies.
- Saving Throw: The effectiveness of Earthbind relies on the target failing its Strength saving throw, making it less reliable against creatures with high Strength.
- Concentration: The spell requires concentration, so the caster cannot maintain another concentration spell simultaneously.
Notes:
- Earthbind is a valuable tool for parties that lack other means of dealing with flying enemies, especially at lower levels.
- The spell's long range (300 feet) allows the caster to target enemies from a safe distance, often before they can close in on the party.
- While the spell does not cause damage, its ability to force a flying creature to the ground can significantly alter the flow of combat, allowing melee-focused allies to engage the enemy directly.
Dust Devil
- Level: 2nd-level
- School: Conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of dust)
- Duration: Concentration, up to 1 minute
Description
Dust Devil is a 2nd-level conjuration spell that allows the caster to create a swirling vortex of wind and dust, which can be used to hinder and damage enemies.
Effects:
- Creation: The caster conjures a dust devil, a small whirlwind of air and dust, in an unoccupied 5-foot cube within range.
- Movement: On each of the caster's turns, as a bonus action, they can move the dust devil up to 30 feet in any direction.
- Damage: 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.
- Difficult Terrain: The area within 10 feet of the dust devil is considered difficult terrain due to the swirling debris.
- Size: The dust devil is small, occupying a single 5-foot space.
Components:
- Verbal (V): The caster must speak an incantation to summon the elemental forces of wind and dust.
- Somatic (S): The caster uses gestures to direct the swirling winds.
- Material (M): A pinch of dust, symbolizing the material form of the whirlwind, is required.
Strategic Applications:
- Area Control: Dust Devil can be used to control the battlefield by creating difficult terrain and pushing enemies away from key locations.
- Crowd Control: The spell can disrupt groups of enemies, forcing them to make saving throws and potentially pushing them out of advantageous positions.
- Environmental Interaction: The dust devil can interact with loose debris in the environment, creating visual obstructions or spreading flammable materials.
Limitations:
- Concentration: The spell requires concentration, meaning the caster cannot maintain another concentration spell simultaneously.
- Limited Damage: While the spell deals damage, its primary utility is in battlefield control rather than raw damage output.
- Small Area of Effect: The dust devil only affects a 5-foot cube, so its impact is limited to a small area.
Notes:
- Dust Devil is particularly useful for spellcasters who focus on controlling the battlefield and disrupting enemy formations.
- The ability to move the dust devil each turn allows for flexibility in applying pressure to different areas of the battlefield.
- The spell's interaction with difficult terrain makes it a good choice for slowing down pursuing enemies or controlling chokepoints.
Dragon's Breath
- Level: 2nd-level
- School: Transmutation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (a hot pepper)
- Duration: Concentration, up to 1 minute
Description
Dragon's Breath is a versatile transmutation spell that grants a creature the ability to exhale a damaging breath attack, mimicking the breath weapon of a dragon.
Effects:
- Target: You touch one willing creature, and that creature gains the ability to use a breath weapon.
- Breath Weapon: As an action, the affected creature can exhale energy of a chosen type in a 15-foot cone.
- Damage: The breath weapon deals 3d6 damage of the chosen type. Affected creatures must make a Dexterity saving throw, taking full damage on a failed save or half as much on a successful one.
- Damage Type: When casting the spell, you choose one of the following damage types:
- Acid
- Cold
- Fire
- Lightning
- Poison
Components:
- Verbal (V): The caster must speak an incantation to grant the breath weapon.
- Somatic (S): Gestures are required to imbue the target with the draconic power.
- Material (M): A hot pepper is consumed upon casting, symbolizing the fiery nature of dragon's breath.
Strategic Applications:
- Offensive Flexibility: The spell allows the caster to choose from multiple damage types, making it adaptable to different enemy resistances and vulnerabilities.
- AoE Damage: The 15-foot cone can hit multiple enemies at once, making it effective against groups of foes.
- Utility: The spell can be cast on any willing creature, including allies, summoned creatures, or even the caster themselves, providing flexibility in its application.
Limitations:
- Concentration: The spell requires concentration, limiting the caster's ability to maintain other concentration spells simultaneously.
- Range: The breath weapon has a limited range of 15 feet, requiring the affected creature to be close to enemies.
- Action Cost: The breath weapon uses the affected creature's action, which may limit other actions they can take during their turn.
Notes:
- Dragon's Breath is a useful spell for providing non-spellcasting allies with a potent area-of-effect attack.
- The ability to choose the damage type makes it an excellent option for exploiting enemy weaknesses or avoiding resistances.
- The spell's bonus action casting time allows the caster to quickly empower an ally or themselves and still take other actions in the same turn.
- Ideal for use in situations where multiple enemies are clustered together, such as in narrow corridors or when surrounded.
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Aganazzar's Scorcher
- School: Evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a red dragon's scale)
- Duration: Instantaneous
- Description:
- 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, taking 3d8 fire damage on a failed save, or half as much damage on a successful one.
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Dust Devil
- School: Conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of dust)
- Duration: Concentration, up to 1 minute
- Description:
- Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force resembling 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.