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Forgotten 2nd Level Spells

Revising Spells
Continuing our "Forgotten" serie, we are revising
today subpar 2nd level spells!

Revised 2nd-Level Spells


Aganazzar's Scorcher, Barkskin, Branding Smite
Art Credit : Wizards of the Coast
Cloud of Daggers, Cordon of Arrows, Crown of Madness
Darkness, Dragon Breath, Dust Devil, Enthrall, Find Traps
Barkskin
Magic Weapons, Maximillian's Earthen Grasp 2nd level transmutation
Melf's Acid Arrow, Pyrotechnics Casting Time: 1 action
Ray of Enfeeblement, Snilloc's Snowball Storm
Range: Touch
Components: V, S, M (a handful of oak bark)
Duration: Concentration, up to 1 hour
Aganazzar’s Scorcher
2nd level evocation You touch a willing creature. Until the spell ends, the target’s
Casting Time: 1 action skin has a rough, bark-like appearance, and the target’s base
AC can’t be less than 16, regardless of what kind of armor it
Range: 30 feet is wearing.
Components: V, S, M (a red dragon's scale)
Duration: Instantaneous Branding Smite
Choose a point you can see within range. A line of roaring 2nd level evocation
flame 30 feet long and 5 feet wide emanates from you that Casting Time: 1 bonus action
point in a direction you choose. Each creature in the line Range: Self
must make a Dexterity saving throw. A creature takes 3d8 fire Components: V
damage on a failed save, or half as much damage on a Duration: Concentration, up to 1 minute (You can
successful one. concentrate on an other paladin spell that doesn't have
At Higher Levels. When you cast this spell using a spell slot the word "smite" in its name at the same time your
of 3rd level or higher, the damage increases by 1d8 for each concentrate on that spell. Both spells end if you loose
slot level above 2nd. your concentration.)
The next time you hit a creature with a weapon attack before When you cast this spell, you can designate any creatures you
this spell ends, the weapon gleams with astral radiance as choose, and the spell ignores them.
you strike. The attack deals an extra 2d6 radiant damage to
the target, which becomes visible if it is invisible, and the At Higher Levels. When you cast this spell using a spell slot
target sheds dim light in a 5-foot radius and can’t become of 3rd level or higher, the amount of ammunition that can be
invisible until the spell ends. affected increases by two the damage of the spectral
arrows increases by 1d6 for each slot level above 2nd.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the extra damage increases by 1d6 for Crown of Madness
each slot level above 2nd. 2nd level enchantment
Casting Time: 1 action
Cloud of Daggers Range: 120 feet
2nd level conjuration Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 60 feet One humanoid of your choice that you can see within range
Components: V, S, M (a sliver of glass) must succeed on a Wisdom saving throw or become charmed
Duration: Concentration, up to 1 minute by you for the duration. While the target is charmed in this
You fill the air with spinning daggers in a cube 5 feet on each way, a twisted crown of jagged iron appears on its head, and a
side, centered on a point you choose within range. A creature madness glows in its eyes.
takes 4d4 slashing damage when it enters the spell’s area for
the first time on a turn or starts its turn there. The charmed target must use its action before moving on
each of its turns to make a melee an attack against a creature
At Higher Levels. When you cast this spell using a spell slot other than itself that you mentally choose. You can make the
of 3rd level or higher, the damage increases by 2d4 for each target draw a weapon or reload a ranged weapon as part
slot level above 2nd. Moreover, when you cast this spell of that attack. The target can act normally on its turn if you
with a 4th- or 5th-level spell slot, you can fill a second 5 choose no creature or if none are within its reach.
feet cube with spinning daggers. That second cube must
be adjacent to the first one. When you cast this spell with On your subsequent turns, you must use your action to
a 6th-level spell slot or higher, you can fill 2 more 5 feet maintain control over the target, or the spell ends. Also, the
cubes (for a total of 4). They must be adjacent between target can make a Wisdom saving throw at the end of each of
them. A creature only takes damage from this spell once its turns. On a success, the spell ends.
per turn, even if it moves through multiple cubes of Darkness
spinning daggers. 2nd level evocation
Cordon of Arrows Casting Time: 1 action
2nd level transmutation Range: 60 feet
Casting Time: 1 action Components: V, S, M (a hot pepper)
Range: 5 feet Duration: Concentration, up to 1 minute
Components: V, S, M (four or more arrows or bolts) Magical darkness spreads from a point you choose within
Duration: 8 hours range to fill a 15-foot radius Sphere for the Duration. The
You plant four piecesof nonmagical ammunition – arrows or darkness spreads around corners. A creature with Darkvision
crossbow bolts – in the ground within range and lay magic can't see through this darkness, and nonmagical light can't
upon them to protect an area. You can plant pieces of non- illuminate it.
magical ammunition - arrows or crossbow bolts - in the If the point you choose is on an object you are holding or one
ground within range at any point during the turn you cast that isn't being worn or carried, the darkness emanates from
that spell. The pieces of ammunition must be planted at the object and moves with it. Completely covering the source
least 10 feet away from one another. Every time you plant of the darkness with an opaque object, such as a bowl or a
a new piece of ammunition this way, a cordon of ghostly helm, blocks the darkness.
arrows appears between that piece of ammunition and
the last one you have planted, protecting the line between If any of this spell's area overlaps with an area of light created
those two. Until the spell ends, whenever a creature other by a spell of 2nd Level or lower, the spell that created the
than you comes within 30 feet of the ammunition for the first light is dispelled.
time on a turn or ends its turn there, one piece of
ammunition flies up to strike it. walks throught a line of NEW : At Higher Levels. When you cast this spell using a
ghostly arrows, spectral ammunition fly up to strike it. spell slot of 3rd level or higher, it can dispell light created by
The creature must succeed on a Dexterity saving throw or spells of a same level or lower (a 5th level Darkness can
take 1d6 piercing psychic damage. The piece of ammunition dispell light created by a 5th level spell for instance).
is then destroyed. The spell ends when no ammunition
remains.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dragon Breath You weave a distracting string of words, causing creatures of
2nd level transmutation your choice that you can see within range and that can hear
you to make a Wisdom saving throw. Any creature that can’t
Casting Time: 1 bonus action be charmed succeeds on this saving throw automatically. and
Range: Touch if you or your companions are fighting a creature, it has
Components: V, S, M (a hot pepper) advantage on the save. On a failed save, the target has
Duration: Concentration, up to 1 minute disadvantage on Wisdom (Perception) checks made to
You touch one willing creature and imbue it with the power to perceive any creature other than you until the spell ends or
spew magical energy from its mouth, provided it has one. until the target can no longer hear you. On a failed save, the
Choose acid, cold, fire, lightning, or poison. Until the spell target considers any creature but you as hidden (as if
ends, the creature can use an action to exhale energy of the every creatures nearby succeeded a hide action). As an
chosen type in a 15-foot cone. (Alternatively, the target can action, the target can search for creatures hidden thanks
replace one of its attacks by a dragon breath when it to your enthrall spell. When it does so, it makes a wisdom
takes the attack action). Each creature in that area must saving throw, ending the spell on a success. A creature
make a Dexterity saving throw, taking 3d6 damage of the also automatically reveals itself if it attacks the target or
chosen type on a failed save, or half as much damage on a cast a spell that affects it before the spell ends. The spell
successful one. ends if you are incapacitated or can no longer speak.
At Higher Levels. When you cast this spell using a spell slot Find Traps
of 3rd level or higher, the damage increases by 1d6 for each 2nd level divination
slot level above 2nd. Casting Time: 1 action
Dust Devil Range: 120 feet
2nd level conjuration Components: V, S
Duration: Instantaneous 10 minutes
Casting Time: 1 action You sense the presence of any trap within range that is within
Range: 60 feet line of sight.
All traps within range start to glow softly
Components: V, S, M (a pinch of dust) (even those that are outside of your line of sight). The DC
Duration: Concentration, up to 1 minute required to find them is decreased by 5.
Choose an unoccupied 5-foot 10-foot cube of air that you can
see within range. An elemental force that resembles a dust A trap, for the purpose of this spell, includes anything that
devil appears in the cube and lasts for the spell’s duration. would inflict a sudden or unexpected effect you consider
harmful or undesirable, which was specifically intended as
Any creature that ends its turn within 5 feet of enters the such by its creator.
dust devil for the first time of the turn must make a
Strength saving throw. On a failed save, the creature takes Thus, the spell would sense reveal an area affected by the
1d8 bludgeoning damage and is pushed 10 feet away. On a alarm spell, a glyph of warding, or a mechanical pit trap, but it
successful save, the creature takes half as much damage and would not reveal a natural weakness in the floor, an unstable
isn’t pushed. ceiling, or a hidden sinkhole.
As a bonus action, you can move the dust devil up to 30 feet This spell merely reveals that a trap is present. You don’t
in any direction. If the dust devil moves over a creature, learn the location of each trap, but you do learn the general
the creature suffers the same effect as if it had entered nature of the danger posed by a trap you sense.
the dust devil itself (see above). It is then immuned to
your dust devil effects until the end of the turn. If the dust Magic Weapons
devil moves over sand, dust, loose dirt, or small gravel, it 2nd level transmutation
sucks up the material and forms a 10-foot-radius cloud of Casting Time: 1 bonus action
debris around itself that lasts until the start of your next turn. Range: Touch 30 feet
The cloud heavily obscures its area. Components: V, S
Duration: Concentration, up to 1 hour
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d8 for each You touch a nonmagical weapon. Choose up to 3
slot level above 2nd. nonmagical weapons or shields you can see within range.
Until the spell ends, those weapons become magic weapons
Enthrall with a +1 bonus to attack rolls and damage rolls. If you
2nd level enchantment target one or several shields, they become magic shield
Casting Time: 1 action with +1 bonus to AC.
Range: 60 feet At Higher Levels. When you cast this spell using a spell slot
Components: V, S of 4th level or higher, the bonus increases to +2. When you
Duration: 1 minute use a spell slot of 6th level or higher, the bonus increases to
+3.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Maximilian's Earthen Grasp Choose an area of non-magical flame that you can see and
2nd level transmutation that can fit within a 5-foot cube within range. You can
extinguish the fire in that area, and you create either
Casting Time: 1 action fireworks or smoke.
Range: 30 feet
Components: V, S, M (a miniature hand sculpted from clay) Fireworks. The target explodes with a dazzling display of
Duration: Concentration, up to 1 minute colors. Each creature within 10 feet of the target must
You choose a 5-foot-square unoccupied space on the ground succeed on a Constitution saving throw or become blinded
that you can see within range. A Medium hand made from until the end of your next turn.
compacted soil rises there and reaches for one creature you Smoke. Thick black smoke spreads out from the target in a
can see within 5 feet of it. The target must make a Strength 20-foot radius, moving around corners. The area of the
saving throw. On a failed save, the target takes 2d6 1d6 smoke is heavily obscured. The smoke persists for 1 minute
bludgeoning damage and is restrained for the spell’s or until a strong wind disperses it.
duration.
Ray of Enfeeblement
As an action bonus action, you can cause the hand to crush 2nd level necromancy
the restrained target, who must make a Strength saving
throw. It takes 2d6 1d6 bludgeoning damage on a failed save, Casting Time: 1 action
or half as much damage on a successful one. Range: 60 feet
Components: V, S
To break out, the restrained target can make a Strength Duration: Concentration, up to 1 minute
check against your spell save DC. On a success, the target A black beam of enervating energy springs from your finger
escapes and is no longer restrained by the hand. toward a creature within range.
Make a ranged spell attack
As an action, you can cause the hand to reach for a different against the target. On a hit, the target deals only half damage
creature or to move to a different unoccupied space within with weapon attacks that use Strength, has disadvantage on
range. The hand releases a restrained target if you do either. Strength checks and Strength saving throws and has its
carry capacity halved until the spell ends on that target.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage (both when grabing At the end of each of the target’s turns, it can make a
and crushing) increases by 1d6 for each slot level above Constitution saving throw against the spell. On a success, the
2nd. spell ends on that target.
Melf's Acid Arrow At Higher Levels. When you cast this spell using a spell
2nd level evocation slot of 3rd level or higher, you can target on additional
creature for each slot level above 2nd. The creature must
Casting Time: 1 action be within 30 feet of each other when you target them.
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf and an adder’s Snilloc's Snowball Storm
stomach) 2nd level evocation
Duration: Instantaneous Casting Time: 1 action
A shimmering green arrow streaks toward a target within Range: 90 feet
range and bursts in a spray of acid. Make a ranged spell Components: V, S, M (a piece of ice or a small white rock
attack against the target. That attack counts as a critical hit chip)
on a natural 18, 19 or 20. On a hit, the target takes 4d4 acid Duration: Instantaneous
damage immediately and 2d4 acid damage at the end of its A flurry of magic snowballs erupts from a point you choose
next turn. On a miss, the arrow splashes the target with acid within range. Each creature in a 5-foot-radius 10-foot-radius
for half as much of the initial damage and no damage at the sphere centered on that point must make a Dexterity saving
end of its next turn. On a critical hit, the damage dice throw. A creature takes 3d6 cold damage and has its speed
rolled at the end of the target's turn are also doubled. reduced by 10 feet until the end of its next turn on a failed
At Higher Levels. When you cast this spell using a spell slot save, or takes half as much damage and doesn't get its
of 3rd level or higher, the damage (both initial and later) speed reduced on a successful one.
increases by 1d4 for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot
Pyrotechnics of 3rd level or higher, the damage increases by 1d6 for each
2nd level transmutation slot level above 2nd.
Casting Time: 1 action 1 bonus action
Range: 60 feet
Components: V, S
Duration: Instantaneous

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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