Forgotten 2nd Level Spells by Carreau
Forgotten 2nd Level Spells by Carreau
Forgotten 2nd Level Spells by Carreau
Revising Spells
Continuing our "Forgotten" serie, we are revising
today subpar 2nd level spells!
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.
Homebrew lovingly made
by LeRoiDeCarreau
You enjoyed that content and you want more ? You can find
all of my homebrews and more on my Patreon !
Patreon.com/LeRoiDeCarreau
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.
This document was lovingly created
using GM Binder.