[ Back ] [ Level 2 Spells ]
Name | Cast Time | Range | Duration | Descrip |
---|---|---|---|---|
Hold Person | 1 action | 60' | Conc, 1 min | Wis save or be paralyzed. Can be repeated at the end of their turn. |
Lesser Restoration | 1 action | 30' | Instant | Some description |
Spiritual Weapon | 1 bonus action | 60' | 1 min | Conjure a spiritual weapon that attacks for 1 minute moved 20' on a bonus action, cannot provide flanking. Use your spell attk to-hit, deals 1d8+your spellcasting ability mod force dmg |
Your spell bolsters your 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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
You sense 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 you 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 sink hole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each spell slot above 2nd. The humanoids must be within 30' of each other when you target them.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
For the duration, no sound can be created within or pass through a 20' radius sphere centered on a point you choose 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.
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5' of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20' and repeat the attack against a creature w/in 5' of it.
The weapon can take whatever form you choose. 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.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every TWO slot levels above the 2nd.