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Latest revision as of 09:46, 17 January 2024
See also: Category:2nd-Level Primal Spell.
Nature's Grace
2nd Level | |
Theme(s) | Primal
|
Domain(s) |
Anima
|
Casting Time | Standard Action (3 AP) |
Range | 30 feet |
Component(s) | V, S |
Duration | Instantaneous |
You remove all Minor Exhaustions from up to 2 friendly creatures within range and they may ignore all Exhaustions until the end of their next turn.
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.
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
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
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.