DnD Witches: 2nd Level Spells

Ten new 2nd level spells for the Miniature Mage’s 5th Edition witch class.

Chapter XI: The Hag’s Eye, Or, Μάτι Paints A Picture

Μάτι dipped her thumb into a small pot of paint and, with a few deft movements, sketched out a crude eye on the outside of her door. When she closed her own eyes, she could see her own ugly face, backlit by moonlight. She was expecting guests tonight, but not the sort she wanted sneaking up on her. Her face grinned; nobody would be sneaking past this door tonight!

Creating New 1st Level Spells

When I first designed the witch class, I did so for my home game and I chose the class’ cantrips from the official sourcebooks. However, a number of those cantrips are not in 5th Edition’s System Reference Document (SRD). So, I took the time to create a number of replacement spells; including ten new 2nd level spells specifically for the witch class.

You can find these new spells below, along with the official spells that inspired them.

Beast Sense

I haven’t played a ranger or a druid, but Beast Sense strikes me as a useful little spell under the right circumstances. Also, it has the features of a very “witch appropriate” surveillance method and it got me thinking about other “witchy” wiretaps.

In particular, 5th Edition’s hag eye. A magical piece of jewellery a hag coven can fashioned from a real eye.

Undoubtably 5e’s hag eye (the object) was inspired by the Grey Witches; three sisters who each had timeshares in a single eye and one lonely tooth.1

And, Hag’s Eye (the spell) draws inspiration from both.

Hag’s Eye

  • 2nd-level divination (ritual)
  • Casting Time: 1 action 
  • Range: Touch
  • Components: S, M (paint and a pickled eye)
  • Duration: Concentration, up to 1 hour

You paint an eye on a surface or object. For the duration of the spell, you can use your action to see through the painted eye (assuming it is on the same plane of existence). You continue to do so until you use your action to return to your normal sight. While perceiving through the eye, you are blinded to your own surroundings.

Crown of Madness

With a range of 120 feet, a wizard can cause a lot of mischief with Crown of Madness.

I thought it would be fun to create a spell that synergizes with Crown of Madness. Imagine two spell casters, one directing the target’s arms and the other its legs. Together, they can force the target to roam around the battlefield attacking their allies willy-nilly.

Puppeteer

  • 2nd-level enchantment
  • Casting Time: 1 action 
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose one humanoid that you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration.

After taking its action, the charmed target must move up to its full movement toward a point within range that you choose. The target must take the most direct path, but isn’t compelled to move into an obviously deadly hazard.

On subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Dragon’s Breath

Granting the ability to deal 3d6 damage (of various types) to multiple targets makes Dragon’s Breath a powerful second level spell.

My replacement, Cone of Force, will deal a little less damage, but offers an additional effect. Specifically, it has the potential to knock its targets prone. My research into DnD spell damage suggests this spell should deal an average of 8.9 points of damage. I opted for 2d8, which brings me very close to my desired average. And since it deals force damage, I thought Strength would be the most appropriate choice of saving throw.

Cone of Force

  • 2nd-level evocation
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a hammer)
  • Duration: Concentration, up to 1 minute

You touch one willing creature and grant it the ability to wield pure magical energy. Until the spell ends, the creature can use an action to emit a 15-foot cone of force. Each creature in that area must make a Strength saving throw. On a failed save, it takes 2d8 force damage and is knocked prone. On a successful save it takes half as much damage and is not knocked prone.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Dust Devil

I was a little disappointed that Dust Devil is all dust and no devil. Insect Cloud, on the other had, is more insect than cloud and I enjoy the image of someone too busy swatting at these tiny biting creatures to do much of anything else.

Insect Cloud

  • 2nd-level conjuration
  • Casting Time: 1 action 
  • Range: 60 feet
  • Components: V, S, M (an insect wing)
  • Duration: Concentration, up to 1 minute

Choose a space that you can see within range. A cloud of biting insects appears and remains for the duration. The cloud has a 5 foot radius.

The insects attack any creature that enters the swarm’s area for the first time on a turn or starts its turn within the swarm. The creature takes 1d4 piercing damage. Also, the creature must make a Constitution saving throw. On a failed save the creature takes an additional 1d4 poison damage and cannot take actions until the start of its next turn.

As a bonus action, you can command the insects to move up to 30 feet in any direction.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the radius of the insect cloud increases by 5 feet for each level above 2nd.

Healing Spirit

Inspired by Healing Spirit, Invigorate feels a bit like an inverted Moonbeam.

Invigorate

  • 2nd-level evocation
  • Casting Time: 1 bonus action 
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A vertical shaft of light shines in a 5 foot radius, 40 foot high cylinder centred on a point with range. Until the spell ends, bright light fills the cylinder.

When a creature enters the spell’s area for the first time on a turn or starts its turn there regains 1d4 hit points. The light cannot heal constructs or undead.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 for each slot above 2nd.

Maximilian’s Earthen Grasp

Early Grave swaps suffocation for Maximilian’s simple damage and adds an extra helping of flavour for good measure.

Early Grave

  • 2nd-­level transmutation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a splinter of wood from a coffin)
  • Duration: Concentration, up to 1 minute

You choose one medium or smaller creature that is standing on dirt, sand or gravel within range. The ground beneath them opens up. The target must make a Strength saving throw to escape the ground. On a failed save, the target it partially buried and is restrained for the spell’s duration.

As an action, you can cause the ground to completely engulf the restrained target. The target must make a Strength saving throw to avoid being buried alive. On a failed save, the target it completely buried. The target is restrained, incapacitated, blinded and cannot breathe for the spell’s duration.

On its turn, the target can try escape the grave. The target can use its action to make a Strength check against your spell save DC. On a success, the spell ends and the target escapes.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by 1 for each slot level above 2nd.

Mind Spike

Mind Spike comes into its own in situations where an enemy might flee the battlefield. Soul Chains, on the other hand stops an enemy from fleeing in the first place.

Soul Chains

  • 2nd-level divination
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Concentration, up to 1 hour

Choose a target you can see within range. The target must make a Wisdom saving throw. On a failed save, the victim takes 2d8 fire damage, or half as much damage on a successful one. On a failed save, a ghostly chains of fire shackle the target. The target must stay within 15 feet of its original location and it cannot teleport or leave its current plane. The flaming chains also make the target visible even if the target is in magical darkness or otherwise invisible.

At the end of each of its turns the target can make another Wisdom saving throw.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, roll an additional 1d8 for each slot level above 2nd.

Mirror Image

Mirror Image reminds me of the so called shell game, where a magician hides a ball under one of three cups. Of course no matter which cup is chosen the ball is always elsewhere.

Shifting shadows doesn’t offer the caster such miraculous powers. However, it does offer an additional level of protection since an attacker has nearly a seventeen percent chance of missing completely regardless of their attack roll.

Shifting Shadows

  • 2nd-level illusion
  • Casting Time: 1 action 
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

Shadows swirl around you obscuring your location. Each time a create targets you with an attack during the spell’s duration, roll a d6 to determine whether the attacker catches a glimpse of you. If you roll a 6, the attacker misses regardless of its attack roll, otherwise that attack proceeds as per normal.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blind sight, or it it can perceive illusions as false, as with true sight.

Spiritual Weapon

[Spiritual Weapon] is so good, you have to assume that any NPC who has it casts it before doing literally anything else.

Keith Ammann

As the author of The Monsters Know What They Are Doing points out, Spiritual Weapon is a phenomenal spell since it:

  1. Only requires a bonus action to cast.
  2. Does damage on multiple turns.
  3. Does not require concentration.

Psychic Wind also grants these three perks, although it has a smaller range and does not add the casters spellcasting ability modifier to the damage.

Psychic Wind

  • 2nd-level evocation
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

A faint breeze blows around you for the duration of the spell. When you cast the spell, you can make a ranged spell attack against a creature you can see within range. A fierce wind swirls around the target. On a hit, the target takes force damage equal to 2d8.

For the duration, as a bonus action, you can repeat the attack against a creature in range.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, roll an additional 1d8 for every two slot levels above 2nd.

Additional Reading

D&D Spell Design — Discover what makes a combat spell tick.

DnD Witches: Cantrips — Seven cantrips for witches.

DnD Witches: 1st Level Spells — Nine first level spells for witches.

Which Class Is The Witch Class — Design notes for a 5th Edition Witch Class.

Notes

  1. That meany, Perseus, stole their eye and held it for ransom until they ratted out their other sister, Medusa.

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