User:Guy/2p Spells

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   ← 1p Spells  •  3p Spells →

  • 2-Point Spells. Each of these spells costs 2 spell points to cast (DMG'14 p288), and has power comparable to a 1st-level spell.
  • Demanding. As your level increases, spells that were once exhausting become easier to use. When you cast a spell with a point cost equal to your level, you must finish a break before you can cast another spell with a cost equal to your level.
  • Once Cast per Turn. You can only use the Cast action once per turn. This is particularly notable with spells with a cast time of 1 bonus action.
  • Materials Required. If a material component (M) is listed, it is required. There is no effect that lets you broadly ignore material components within this system.


Caustic Cauldron

2-point evocation (brew)
CAST TIME Action
RANGE Self (30-foot line)
DURATION Concentration, up to a minute
COMPONENTS V, S

A torrent of acid gushes from you, shooting through a line 30 feet long and 5 feet wide. Any creature in this area when you cast the spell, or who enters it on its turn within the duration, must succeed on a Reflex save or take 2d4 acid damage. Any creature who takes this damage at least once continues to take 2d4 acid damage at the end of each of your turns for the duration. If a creature becomes Soaked, this spell's effect ends on that creature.
Upcast. You can expend extra magic points when you cast this spell. The total expended can't exceed your level. For each point expended beyond 2, increase both the initial and subsequent damage by 1d4.


Color Spray

2-point illusion (figment, glamour, prismatic)
CAST TIME Action
RANGE Self (15-foot cone)
DURATION Round
COMPONENTS V, S

A stunningly vivid array of clashing colors springs forth from your hand to momentarily strobe through a 15-foot cone. Each creature in this area must succeed on a Reflex save or become Blinded until the start of your next turn.
  Any creature that fails this save by 10 or more also becomes Stunned until the start of your next turn.

Inspired by color spray.


Drop the Bass

2-point evocation (melody)
CAST TIME Action
RANGE 10 feet
DURATION Instant
COMPONENTS V, S

You strike a magically enhanced note so thunderously deep it sends out a shockwave that can be heard up to 300 feet away. Every creature within range other than you must make a Strength save. Any creature with advantage on Perception checks made to hear has Disadvantage on this save.
  On a failed save a creature takes 2d8 thunder damage and is shoved directly away from you a distance up to 10 feet.
  Any unsecured Medium or smaller object in range is shoved 10 feet directly away from you.
Upcast. You can expend extra magic points when you cast this spell. The total expended can't exceed your level. For each point expended beyond 2, increase both the damage by 1d8.

Inspired by thunderwave, drop bass, and drop the bass.


Frog Legs

2-point transmutation (swamp, travel)
CAST TIME Bonus action
RANGE Touch
DURATION Minute
COMPONENTS V, S

Your touch instills a creature with the tenacity of a toad, granting it five benefits for the duration:

  • Its walk speed increases to 30 feet, if lower.
  • Its swim speed increases to 30 feet, if lower.
  • It takes no damage from Falling 30 feet or less, unless it is Incapacitated.
  • It can Jump up to 30 feet, either horizontally or vertically.
  • It can breathe either air or water.

Upcast. You can expend extra magic points when you cast this spell. The total expended can't exceed your level. For each point expended beyond 2, you can target 2 additional creatures.


Glitter Spray

2-point conjuration (faerie, game, glamour)
CAST TIME Action
RANGE Self (25-foot cone)
DURATION Minute
COMPONENTS V, S

A cloud of sticky glitter shoots out to cover a 25-foot cone originating from you. Each creature in this area must succeed on a Reflex save or become Highlighted for the duration. Any unattended object in the area is Highlighted as well.
  An affected target slowly sheds glitter for the duration, leaving a sparkling trail over any ground the creature has traversed since the start of this spell.
  The glitter can't be removed by hand, but if a creature or object becomes Soaked, the glitter washes away and this spell's effect ends on that target.


Kiai

2-point abjuration (ki)
CAST TIME Reaction
RANGE Self
DURATION Instant
COMPONENTS V

You can take this reaction in response to being hit by a ranged attack, or upon failing a Reflex save made to reduce but not prevent the damage you take. With a tremendous shout you deflect the attack or effect, either forcing the attack roll to miss you or changing your failed save into a success.


Petite Storm

2-point conjuration (storm)
CAST TIME Action
RANGE 60 feet
DURATION Concentration, up to a minute
COMPONENTS V, S

You designate a point of ground within range, and a Medium cloud of black smoke appears 20 feet directly above that point, which persists for the duration. If the smoke is dispersed, this spell ends.
  Any creature which starts its turn directly under the cloud, or passes directly under the cloud on its turn, must make a Reflex save to dodge a petite thunderbolt. Any creature who is Soaked, wearing metal, or made of metal has disadvantage on this save. On a failed save, the target takes 2d8 lightning damage.
  Within the duration, you can use a Cast action to move the cloud a distance up to 30 feet, so long as its starting and ending point are both within 60 feet of you.
  If your Concentration on this spell ends before the cloud is otherwise dispersed, the cloud falls in a burst of rain. Any creature directly under the cloud at that point becomes Soaked.
Upcast. You can expend extra magic points when you cast this spell. The total expended can't exceed your level. For each point expended beyond 2, increase the damage by 1d8.


Zip Zap

2-point evocation (lightning)
CAST TIME Action
RANGE 150 feet
DURATION Concentration, up to a minute
COMPONENTS V, S

You sling three bolts of electricity towards up to three creatures or objects in range you can see. Make a ranged spell attack for each bolt. The bolts can be directed at once target or several.
  For each hit, a target takes 1d6 lightning damage and if it's a creature its speed is reduced by a cumulative 10 feet until the start of your next turn, to a minimum of 0 feet.
  You can wait to see how one bolt's attack and damage rolls resolve before you decide the target of the next bolt.
Upcast. You can expend extra magic points when you cast this spell. The total expended can't exceed your level. For each point expended beyond 2, throw one more bolt.




  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at [1].
  • Both this work and the SRD 5.1 are licensed under the Creative Commons Attribution 4.0 International License available at [2].
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