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Welcome to my blog! I’m excited to share my thoughts and experiences with you. Let’s get started! ..

20. Spike Growth

The caster must concentrate for 10 minutes to cast this spell. The spell can be used to cast a single spell, or to cast multiple spells at once. The caster must make a verbal and somatic check against the same DC. If the check is successful, the caster casts the first spell and then makes a somatic check against the second DC. If either check fails, the caster cannot cast any spells for that round.

Spike Growth is a spell that can help you if you ever find yourself in a situation where you have to face down a group of enemies that have only one way to get at you.

Spike Growth allows the caster to lay down a field of thorns that prick the feet of their foes with every step they take.

The best part about this disguise is that if you place it before they notice, it’s camouflaged from a casual glance. ..

Unless your enemies can successfully Perception check against your spell DC, they will remain unaware of the trap until it is too late. ..

19. Suggestion

The Casting Time for this spell is 1 action. You must speak a verbal command to cast the spell. The material component is a piece of metal or wood that you touch and then focus your attention on it.

The suggestion is a helpful tool that can be very helpful in getting things done.

Wizards, bards, sorcerers, and warlocks can all learn to cast a spell called “Innate Spellcasting.” ..

The spell allows the caster to plant a magical suggestion in the mind of a target, who’s forced to carry out to the best of their ability. The suggestion can be anything that the caster desires, and it will be effective if it is placed in an area where the target is likely to think about or act on it.

The target will continue to carry out the task assigned to them as long as the spell is in effect. ..

You can even create a spell that has a specific trigger effect. For example, you could tell your victim to give all of their gold to the first peasant they run across, or something like that. ..

The spell allows you to control the minds of your enemies, making them do what you want them to.

18. Crown of Madness

You cast a spell. You speak a verbal command and your body becomes infused with energy, causing your muscles to contract and your skin to heat up. For 1 minute, you are immune to all damage and can take no other actions.

Crown of Madness is a spell that can be used to bend another person to your will.

This ability allows you to target an enemy combatant and turn them against their allies. By targeting them with your spells, you can cause them to become enemies of their own.

The one wearing the crown is thrown into a fit of madness that removes all reason from them, causing them to act out in ways that are completely out of character for them.

The caster must choose a creature within range and make an attack against it.

If you maintain focus on the target, they will be forced to act as you command for the duration of the spell. ..

17. Blindness/Deafness

You call forth a spirit to fight on your behalf. The spirit appears in an unoccupied space within range and takes the form of a creature of your choice that you have seen before. The spirit is under your control until the spell ends, at which point it returns to the spirit world. ..

Blindness and deafness are two conditions that can have a significant impact on a person’s life. These conditions can make it difficult to do everyday tasks, such as reading or communicating with others. ..

You can strip a target of their sight or hearing, provided they fail a Constitution save.

A stun gun is perfect for use in the midst of a battle, as it is able to effectively neutralize a combatant. ..

Without their sight, the blind can’t effectively attack or defend themselves.

If you deafen them, it makes sneaking around a whole lot easier when you don’t have to worry about making too much noise.

16. Enlarge/Reduce

You call forth a spirit to fight on your behalf. The spirit appears in an unoccupied space within range and takes the form of a creature of your choice that you have seen before. The spirit is under your control until the spell ends, at which point it returns to the spirit world. You can use this spell to summon help during a fight, to bolster your defenses, or to provide guidance. ..

Have you ever wanted to become a giant? Well, this spell can’t let you do that, but it can make you large. ..

You can make someone else smaller or larger with your mind. ..

The target gains an advantage on all Strength-based checks and saves, and their strikes are more powerful due to their size.

Reduced, they suffer from the opposite: they gain Disadvantage on all Strength saves and checks, as well as their strikes are far weaker than normal.

If you’re looking for a way to reach high places or to fit into small spaces, a climbing harness may be the perfect solution for you. ..

15. Dragon’s Breath

Xanathar’s Guide to Everything is a spell that allows you to cast a bonus action spell that has a range of 15 feet and lasts for 1 minute. The spell requires verbal, somatic, and material components. ..

You can now summon dragons to your side, giving you the power to crush your enemies!

Touching a target, you can grant them the ability to breathe elemental breath. Choose from Acid, Cold, Fire, Lightning and Poison, the one you grant the spell’s power to is able to use their action each turn to spew the chosen element at anyone and anything that gets in their way.

With Dragon’s Breath, you can experience the power of dragons for yourself. This new potion gives you a taste of what it’s like to be one of the dragonkind.

14. Heat Metal

You cast a spell. You speak a verbal command and cause your body to become covered in a thin, transparent film. The film lasts for 1 minute, or until you take an action to break it.

You can ruin the day of that guy wearing full plate armor over there by doing something stupid.

With Heat Metal, you can target any metal object and heat it to the point where it’s glowing red hot.

Anyone who doesn’t drop the item suffers from terrible burning damage, and is afflicted with disadvantage on all attacks and rolls until your next turn.

This armor is great for enemies that are heavily armored, as it makes it difficult for them to be hit. ..

13. Hold Person

You call forth a spirit to fight on your behalf. The spirit appears in an unoccupied space within range, and must be of a type that you are able to cast spells of. The spirit is under your control until the spell ends or until it is dismissed by you. You can use your action to dismiss the spirit, and it disappears into nothingness. If the spirit is dismissed while it is incapacitated or if it would otherwise cause damage to someone else, the spell fails and the casting is wasted. ..

This spell is a must have for any Wizard’s spellbook, as it helps to keep you safe from slippery foes.

If you fail a Wisdom save against Hold Person, the target is paralyzed for the spell’s duration.

If they fail the save, they’re left completely helpless and unable to defend themselves, leaving you to deal with them with ease…provided you maintain Concentration and they keep failing their saves to escape. ..

12. Enhance Ability

The caster can cast a spell using their verbal and somatic components. The spell must be of the same level as the caster and it must be within range. The spell lasts for 1 hour, unless the caster concentrates on it for more than 1 hour.

If you’re looking for an edge in your spellcasting, a brilliant gemstone may be just what you need. ..

Enhance Ability allows the caster to grant anyone they touch with a bonus to a chosen attribute. This can be helpful for giving people bonuses to their strength, dexterity, or intelligence.

Your character has a bonus to their Strength, Constitution, Dexterity, or any other core stats.

This spell provides a number of advantages, including temporary hit points, extra carrying capacity, lessened fall damage and more. Overall, it is a great spell to have on hand.

11. Maximilian’s Earthen Grasp

You cast Elemental Evil at a target within range. The target must make a Wisdom save or be frightened for 1 minute. If the target is already frightened, it takes an additional 2d6 damage on each successful save.

With this spell, you can create a giant hand out of the earth to crush your enemies. ..

You can use your hand to restrain a creature within range.

You can use your hand to crush the life out of the one it’s holding. The spell ends or the creature can break free if they can.

10. Shatter

You cast a spell that targets a creature within 60 feet of you and deals damage equal to your Wisdom modifier. The spell can be used multiple times per day.

The spell Scatter is great for causing chaos. It creates a massive ringing noise and destroys any unattended objects. ..

Shatter is a tool that can be used to destroy anything. If you come across a door or a chest, or just about any object that you don’t want to exist anymore, then Shatter is at the ready.

Thunder damage is dealt to anything caught in the blast, as well as creatures if they fail a Constitution save. Objects are also damaged. ..

Any constructs made of inorganic materials have a harder time of it, having disadvantage on the check.

9. Scorching Ray

You cast a spell that targets a creature within 120 feet. The spell deals verbal damage and causes the target to take 1d6 points of damage each turn for the duration.

Fire is an incredibly versatile spell that can be used for a variety of purposes. It is often an Evocation Wizard’s introduction to just how useful Fire is. ..

Scorching ray is a powerful fire spell that is similar to Fireball.

You can create three separate attacks with your fire spells, each dealing significant damage to any target it hits.

This is a great tool for setting things on fire.

At 3rd level, fireball is a potent spell, but not quite as powerful as some of the other options available. ..

8. Moonbeam

You cast a spell using your verbal and somatic components. The spell lasts for 1 minute and has a range of 120ft, 5ft Cylinder.

A spell that only affects Druids, Paladins, and a single Cleric subclass, Moonbeam allows you to harness the power of the moon.

You can use this ability to burn anything that is caught in the light, whether it’s a creature or something more delicate. The beam will also damage any creatures that are caught within its radius, making it a great tool for destroying enemies.

You can move the beam as an action on your turn, which allows you to hit targets in a line up in front of you.

If you happen to catch a shapechanger in it, they suffer from disadvantage and are forced to change back to their normal form.

If you happen to be fighting werewolves, this is one of the best spells you can have on hand to weaken them. It effectively ruins their ability to fight, so long as they fail the save and you can keep the beam on them. ..

7. Misty Step

You can cast the spell once per day as a bonus action. The spell lasts for 1 minute and has a range of self.

Misty Step is a new spell that allows players to teleport short distances. ..

Misty Step is a spell that allows you to move up to 30 feet on a bonus action. This is a useful spell, especially for those who need to move quickly. ..

Misty Step is a great spell for tactical replacements or getting out of a mob of enemies. ..

6. Knock

You can cast this spell as a 1 action spell. It lasts for 60ft and deals verbal damage to the target.

Knock is a spell that can be used by a Rogue to help them in their quest. It is an odd name for a spell, but it is perfect for the party that lacks a Rogue. ..

This spell creates a loud knocking noise as it unlocks whatever you target.

The noise level is extreme, but it’s very useful for what it is.

If you can’t pick the lock, this is for you. ..

Knock is a magical spell that allows you to suppress the effect of an Arcane Lock for 10 minutes. This allows you to open and close the lock as normal. ..

5. Invisibility

The caster can cast a spell using their verbal and somatic components. The spell must be of the same level as the caster and it must be within range. The spell lasts for 1 hour, unless the caster concentrates on it for more than 1 hour.

Invisibility is a very simple spell that can be used by any Arcane Trickster. It makes the caster invisible, so they can avoid being seen or attacked. ..

After casting the spell, you become invisible for an hour. If you maintain concentration, you remain Invisible for an hour.

This ability allows you to get into places that are much easier to access than if you had to use normal methods.

If you cast a spell or attack, the spell will immediately break, potentially leaving yourself in a bad position.

4. Gentle Repose

The casting time for a spell is 1 action. The range is touch. The components are verbal, somatic, and material. The duration is 10 days. ..

This item is essential if you want to survive in combat and take casualties.

Gentle Repose allows you to effectively freeze the body in time magically.

The preserved body of the victim is protected from decay, cannot be turned undead, and extends the time allowed for spells like Revive.

3. Lesser Restoration

You touch a creature and speak the words of your choice. The creature must succeed on a Wisdom saving throw or be charmed for the duration. If the creature is charmed by another spell, it is also charmed by the caster’s words for that duration.

Lesser Restoration is a tool that can be used to help those who have less ability than others. If you find yourself afflicted with an illness or disability that hinders your ability to do what you love, then Lesser Restoration will be a valuable asset.

The spell, called the Cure Disease, can be cast by anyone with the appropriate magic. It allows the caster to cleanse any one disease or condition from a target. The spell is especially beneficial to clerics, druids, and Rangers who have access to powerful magic.

While the conditions are limited to Blinded, Deafened, Paralyzed, or Poisoned, those are all still rather nasty things to deal with. ..

Having the means to just leave them behind is an amazing thing on any adventure.

2. Mirror Image

You cast a spell. You speak a verbal command and your body becomes infused with energy, causing your muscles to contract and your skin to heat up. For 1 minute, you are immune to all damage and can take no other actions.

Mirror Image is a spell that allows you to see yourself in a mirror. This can be helpful if you want to see what your opponent is doing or if you want to study yourself.

The ability allows the caster to summon up three illusory copies of themselves, which makes it much harder for their foes to hit them in combat.

The mechanics of the game are a bit of a mess, so I won’t get into them too much here.

If you’re in a fight and suddenly there are four people out of nowhere, it’s likely that one of them is the real attacker. But if you’re not sure who it is, it’s hard to figure out which one is the attacker.

1. Pass Without Trace

You can cast this spell as a 1-hour spell. The target must be within 30 feet of you and must make a verbal check against a DC of 10 + your caster level. If the target can speak, it can use the words you give it to cast the spell. If the target cannot speak, it must use its somatic components to cast the spell.

This spell is one of my favorite from the 2nd level list. It allows you to turn any creature into a rat for a short period of time.

Adding a +10 to any Stealth check to anyone that’s within 30ft of the caster, it’s the perfect spell for any group that struggles when it comes to sneaking.

A cleric who wears heavy plate armor and has the grace of a hippo can cast a spell that makes them sneakily difficult to detect.

If you’re good at stealth, your rogue will disappear. ..

I love playing rogues, and I always go heavy into the Stealth aspect of the game. ..

Adding a +10 on top of my current Rogue’s +13 to Stealth is just…insane, and I absolutely love it. And I’m sure you will too!