See also: Category:2nd-Level Spell.
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
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
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
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
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
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
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 |
- You remove all Minor Exhaustions from up to 2 friendly creatures within range.
- For the duration, the target creatures cannot accumulate any Minor Exhaustions and they are immune to the effects of Exhaustion.
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
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
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
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.
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
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: