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Spell/List/All/2: Difference between revisions

From Kronopolis and the Flat Plane
< Spell | List | All
Created page with "<noinclude>{{ScuffedMenu |offset=6em |Cantrip {{!}} 1st {{!}} 2nd {{!}} 3rd {{!}} 4th {{!}} 5th {{!}} 6th {{!}} 7th {{!}} 8th {{!}} 9th }}{{also|Category:2nd-Level Spell}}</noinclude> {{#invoke:spell|list|category=2nd-Level_Spell}}"
 
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|[[Spell/List/All/0|Cantrip]] {{!}} [[Spell/List/All/1|1st]] {{!}} [[Spell/List/All/2|2nd]] {{!}} [[Spell/List/All/3|3rd]] {{!}} [[Spell/List/All/4|4th]] {{!}} [[Spell/List/All/5|5th]] {{!}} [[Spell/List/All/6|6th]] {{!}} [[Spell/List/All/7|7th]] {{!}} [[Spell/List/All/8|8th]] {{!}} [[Spell/List/All/9|9th]]
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Latest revision as of 18:27, 15 January 2024

2 → Cantrip | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th

See also: Category:2nd-Level Spell.


Collapsing Mind

Collapsing Mind

2nd Level
Theme(s)
Divine
Occult
Domain(s)
Mind
Illusion
Casting Time Standard Action (3 AP)
Range 10 meters
Component(s) V, S, M
Duration Concentration, 1 minute

"Every mistake is punished."

  • For the duration, the target creature must succeed with a Will save, or become afflicted by this spell. When the target creature fails an ability check or attack, they suffer 2d4 psychic damage.
    • The target creature may perform a Will save at the start of their turn, forgoing the first turn afflicted by this effect.

Power Increase
When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d4, for each slot level above 2nd.

In addition, the creature's ability checks are reduced by -1, for every second slot level above 2nd.

Spell
Level
Damage Ability
Check
2nd
(Base)
2d4 0
3rd 3d4 0
4rd 4d4 -1
5th 5d4 -1
6th 6d4 -2
7th 7d4 -2
8th 8d4 -3
9th 9d4 -3



Critical Magnatization

Critical Magnatization

2nd Level
Theme(s)
Arcane
Domain(s)
Inertia
Metal
Casting Time Standard Action (3 AP)
Range 20 meters
Component(s) V, S
Duration Concentration, 1 minute

"The target becomes like a magnet for attacks."

  • The target creature must succeed with a Fortitude check or, for the duration, suffer from reduced AL equal to -2 and the critical hit range is increased by 1. This spell ends when the creature suffers a harmful critical hit.

Power Increase
When you cast this spell using a spell slot of 3rd level or higher, the AL is furthur reduced by -1.

Spell Level AL Reduction
2nd
(Base)
-2
3rd -3
4th -4
5th -5
6th -6
7th -7
8th -8
9th -9

Demonic Portal

Demonic Portal

2nd Level
Theme(s)
Occult
Domain(s)
Dimension
Casting Time Standard Action (3 AP)
Range Touch
Area Up to 3 meter in height and width
Component(s) V, S, M
Duration Concentration, up to 1 minute

You choose an area within range where a portal appear, you cannot step into it from your plane. From the portal a demon of challenge rating 1/8 emerge under your command, this demon may act immediately, but you loose command over the demon at the end of your turn. All demons summoned from this spell are always allied with eachother.

While you are within range of the portal, you may as a standard action, summon another demon.

When this spell ends, immediately the portal disappear and all demons return to their plane.

Power Increase:
When you cast this spell using a spell slot of 3rd level or higher, you may summon an additional demon of challenge rating 1/8 for each slot level above 2nd.

Spell level Summoned Demons
2nd
(Base)
1 CR 1/8
3rd 2 CR 1/8
4th 3 CR 1/8
5th 4 CR 1/8
6th 5 CR 1/8
7th 6 CR 1/8
8th 7 CR 1/8
9th 8 CR 1/8

Dimension Rip

Dimension Rip

2nd Level
Theme(s)
Arcane
Occult
Domain(s)
Dimension
Casting Time Standard Action (3 AP)
Range 20 meter
Area 2 meter radius
Component(s) V, S, M
Duration Concentration, up to 1 hour

  • You summon a demon of challenge level 1/4 within range. All creatures within the area of the demon must overcome the spellcast with their AL or suffer 2d6 Source damage. The demon will attack the closest creature and is hostile to all.

Power Increase:
When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d6, excluding the levels you are able to summon an additional demon. At 5th and 8th spell slot level, you summon an additional demon. Demons from this spell are allies with eachother.

Spell
Level
Damage Summoned
Demons
2nd
(Base)
2d6 1
3rd 3d6 1
4th 4d6 1
5th 4d6 2
6th 5d6 2
7th 6d6 2
8th 6d6 3
9th 7d6 3

Earthen Might

Earthen Might

2nd Level
Theme(s)
Arcane
Primal
Domain(s)
Earth
Casting Time Standard Action (3 AP)
Range Touch
Area 5 meter cone
Component(s) S
Duration Instantaneous

"You root yourself to the ground, gathering the earthen powers into your fist."

  • You are rooted until the start of your next turn, and immediately perform a spell attack against the target creature. On a hit, they suffer 3d8 bludgeoning damage and they must succeed with a follow-up Fortitude save or be pushed 5 meters away from you, or on a miss, suffer half the damage, no pushback, but creatures in the area behind the target creature must overcome the spellcast with their Dex AL or suffer half of the damage as well.
    • You may choose to fail this spell if you hit the target creature.

Power Increase
When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d8, all ranges are increased by 5 meters, including the spells cast range, for each slot level above 2nd.

Spell
Level
Damage Push/Miss
Range
Cast
Range
2nd
(Base)
3d8 5 meters Touch
3rd 4d8 10 meters 5 meters
4rd 5d8 15 meters 10 meters
5th 6d8 20 meters 15 meters
6th 7d8 25 meters 20 meters
7th 8d8 30 meters 25 meters
8th 9d8 35 meters 30 meters
9th 10d8 40 meters 35 meters



Indemnify

Indemnify

2nd Level
Theme(s)
Divine
Domain(s)
Order
Casting Time Reaction
Range 20 meters
Component(s) V, S
Duration 1 minute

  • As a reaction, when a creature within range suffers damage from an attack or spell, for the duration, the creature immediately gain temporary hit points equal to 4d4, this cannot exceed their maximum hit points.
  • If the creature has 0 hit points, they gain 1 hit point.

Power Increase
When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increases by an additional 2d4 for each slot level above 2nd.

Spell
Level
Temporary
Hit Points
2nd
(base)
4d4
3rd 6d4
4th 8d4
5th 10d4
6th 12d4
7th 14d4
8th 16d4
9th 18d4

Nature's Grace

Nature's Grace

2nd Level
Theme(s)
Primal
Domain(s)
Anima
Casting Time Standard Action (3 AP)
Range 10 meters
Component(s) V, S
Duration Concentration, 1 minute


Power Increase
When you cast this spell using a spell slot of 3rd level or higher, you may target 1 additional creature for each slot level above 2nd.


Obfuscate

Obfuscate

2nd Level
Theme(s)
Arcane
Divine
Domain(s)
Dark
Casting Time 1 action
Range 20 meters
Area 5 meter sphere
Component(s) V, S
Duration Concentration, 10 minutes

"Banish all light and darkness will reign."

  • Within range, you cover the area with a pitch black sphere. Within the area, there is complete darkness, all non-magical light sources are extinguished and magical sources that are of lower level are reduced to 1 meter of dim light, until they leave the sphere's influence.

Power Increase
When you cast this spell at level 3 or higher, the area is increased by 5 meters, for each spell level above 2.

Spell
Level
Area
2nd 5 meters
3rd 10 meters
4th 15 meters
5th 20 meters
6th 25 meters
7th 30 meters
8th 35 meters
9th 40 meters

Psychic Ripple

Psychic Ripple

2nd Level
Theme(s)
Divine
Occult
Domain(s)
Mind
Casting Time Standard Action (3 AP)
Range 20 meters
Area 5 meter radius
Component(s) V, S, M
Duration 1 minute

  • A target creature wihtin range must succeed with a Sanity check or suffer 1d4 psychic damage for each creature within the area around the target creature.
  • In addition, if the saving throw failed, creatures within the area of the target creature also suffer from this spell and must also succeed with above save and its consequence. If a creature is allied to you and suffer from this spell, they forgo the Sanity check and, for the duration, gain temporary hit points against psychic damage equal to the damage that would have been caused.
    • This spell will not spread further than the initial target creature's area.

Power Increase
When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d4, for each slot level above 2nd.

Spell level Damage Per
Nearby Creature
2nd (Base) 1d4
3rd 2d4
4rd 3d4
5th 4d4
6th 5d4
7th 6d4
8th 7d4
9th 8d4



Regenerate Wound

Regenerate Wound

2nd Level
Theme(s)
Primal
Domain(s)
Anima
Casting Time Standard Action (3 AP)
Range Touch
Component(s) V, S
Duration 4 turns

You cause the touched creature to restore 2d6 hit points at the start of their turn, for the duration. If the creature is restored to its maximum hit points any remaining restoration is turned into temporary hit points until the creatures next turn.

When a creature affected by this spell suffers damage, you must succeed with a concentration check – once per creature and turn – or the spell ends.

Power Increase
When you cast this spell using a spell slot of 3rd level or higher, the restored hit points is increased by 1d6 for each slot level above 2nd.


Rejuvenating Blob

Rejuvenating Blob

2nd Level
Theme(s)
Primal
Domain(s)
Flora
Casting Time Standard Action (3 AP)
Range Touch
Component(s) V, S
Duration 1 day

You conjure 2 liquidy blobs of rejuvenating energies. One blob may immediatley be thrown as part of the cast. When the blob ruptures it restores 4d6 hit points, split between all creatures in a 10-foot radius from the impact.

The blobs have the thrown property and can be given and used by others. You may have up to half your level with blobs conjured at a time and the oldest blob rupture if the limit is surpassed.

Power Increase
When you cast this spell using a spell slot of 3rd level or higher, the blob restores an additional 2d6 hit points for each slot level above 3rd.


Second Skin

Second Skin

2nd Level
Theme(s)
Primal
Domain(s)
Fauna
Casting Time Standard Action (3 AP)
Range Touch
Component(s) V, S
Duration Concentration

You touch the creature and enhances its ability to withstand harm. For the duration, at the start of each of the creatures turn, it gains your spellcasting ability as temporary hit points until the start of its next turn. Any remaining temporary hit points from this spell, between each turn, restores the creatures hit points by that amount.

When a creature affected by this spell suffers damage, you must succeed with a concentration check – once per creature and turn – or the spell is suppressed for 1 turn.

Power Increase
When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points is increased by another half of your spellcasting ability for each slot level above 2nd.


Stygian Embrace

Stygian Embrace

2nd Level
Theme(s)
Divine
Occult
Domain(s)
Occult
Casting Time Standard Action (3 AP)
Range 20 meter
Component(s) V, S
Duration 1 minute

"A painful price is paid beforhand."

  • You deal 1d4 necrotic damage to yourself to ward a creature within range from the next harmful effect. The warded creature has advantage on their next contest check. If a contest check is successful but still causes harm, the creature does not suffer that damage, nor any afflictions.

Power Increase
When you cast this spell using a spell slot of 3rd level or higher, you may affect 1 additional creature within range but increase the damage to yourself by 1d4 for each slot level above 2nd.

When you reach 6th level, this spell may be used as a reaction before a contest check, but the damage suffered to yourself is increased to 1d8 for each target.

Spell Level No.
Targets
Self-harm Cast as
Reaction
Reaction
Self-harm
2 1 1d4
3 2 2d4
4 3 3d4
5 4 4d4
6 5 5d4 Yes 5d8
7 6 6d4 Yes 6d8
8 7 7d4 Yes 7d8
9 8 8d4 Yes 8d8

Take Root

Take Root

2nd Level
Domain(s)
Divine
Primal
Casting Time Reaction
Range self
Component(s) V, S
Duration 1 minute

Your connection to the natural world deepens.

  • As a reaction to an attempt to being forcefully moved or knocked prone, you suffer from the rooted condition. In addition, you gain the following:
    • You gain a +4 bonus to AL, however, you do not gain AL from your dexterity.
    • You cannot forcefully be knocked prone.
      • This spell ends when you loose the condition, or choose to unroot at the end of your turn.