Spell Compendium to One D&D 2nd Level
Magic user looking into a crystal magical ball

Agra’s Ambush

2nd level Abjuration
Casting Time: 1 minute
Range: Touch
Components: V, S, M (Roughly ground glass, which must be sprinkled around the target)
Duration: 24 hours
Available for: Warlock, Wizard

You create a mental trap that springs whenever your mental faculties are tampered with. Whenever the target is affected by spells or magic effects that charm, frighten or force a certain behavior out of them caused by a creature, the target can force that creature to roll an intelligence saving throw, taking 4d6 psychic damage and losing the spell or magic effect on a failure, half the damage and no extra effect
on a success.

Augment Undead

2nd level Necromancy
Casting Time: 1 minute
Range: 90 ft
Components: V, S, M (A piece of cloth taken from a corpse)
Duration: 24 hours
Available for: Cleric, Druid, Warlock, Wizard

Three undead creatures of your choice gain +1 to saving throws, attack and damage rolls, and are immune to being turned for the duration of the spell. To maintain this effect after the duration, you must cast this spell again before the 24 hour period ends. This effect does not stack. At higher levels. the bonuses increase to +2 when using a spell slot of 4th or 5th level, and +3 when using a spell slot of 6th level or higher.


2nd level Enchantment
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Up to 1 minute, Concentration
Available for: Bard, Sorcerer

The target must make an Intelligence saving throw or lose all language proficiencies it has for the duration of the spell, making it incapable of speaking coherent sentences or using vocal components for spells.

Bowgentle’s Fleeting Journey

2nd level Conjuration
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (A rubber ball)
Duration: Inst.
Available for: Bard, Sorcerer, Warlock, Wizard

A creature of your choice is teleported up to 40 ft away from its current position to a point you can see of your choice that is not occupied. The creature can choose to attempt to resist this spell and roll a dexterity saving throw. If they succeed, nothing happens. At the end of your next turn, the creature returns to the unoccupied space nearest to its location when the spell was cast.


2nd level Divination
Casting Time: 1 minute
Range: Self
Components: V
Duration: 1 minute
Available for: Artificer, Ranger, Wizard

For the duration, you know the location and size of all breathing creatures within 1000 ft of you.

Feather Foot

2nd level Enchantment
Casting Time: 1 action
Range: Self
Components: S
Duration: 10 Minutes
Available for: Bard, Ranger, Sorcerer

For the duration, the caster gains the ability to move quietly and weightlessly. Pressure-based traps are not triggered by their steps, and they can dash without breaking stealth. They can also add their spellcasting modifier to their stealth rolls.

Fool’s Speech

2nd level Enchantment
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (A whistle made of bone)
Duration: 1 Hour
Available for: Bard, Warlock, Wizard

Up to 8 targets chosen within range gain proficiency in a secret language for the duration. The language is incomprehensible to others and doesn’t remotely sound like another language. Spells such as Comprehend Languages and Tongues cannot decipher this language.

Seal Mouth

2nd level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Up to 1 Hour, Concentration
Available for: Bard, Cleric, Paladin, Sorcerer, Wizard

You attempt to magically lock someone’s mouth shut. Roll a melee spell attack against a creature. If it hits, the creature loses the ability to make bite attacks and breath attacks, and any other attacks that would require a mouth, unless it has other ways to do those attacks. Additionally, the creature cannot speak or use spells that require vocal components.


2nd level Enchantment
Casting Time: 1 Action
Range: 60 ft
Components: V, S, M (A pinch of grease, which the spell consumes.)
Duration: Up to 1 Minute (Concentration)
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

You attempt to shake a large or smaller creature’s balance. At the end of its turn, it rolls a dexterity saving throw, falling prone on a failure. As an action on following turns, you can use your action to make the target roll this save again. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

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