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  1. Magic schools, spells, scrolls, and the quest to complete them all! So far we just have Ecumenical, Elementalism, Spiritism, and Necromancy, I have gone and added some data for those schools based on information in the forumns and streams.

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      MO2 info, is a fansite for the sandbox MMO Mortal Online 2....

  2. 2nd-level conjuration. Casting Time: 1 bonus action. Range: 60 feet. Components: V, S. Duration: Concentration, up to 1 minute. You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range.

    • Silence (Ritual) Casting Time: 1 action. Range: 120 feet. Components: V, S. Duration: Concentration, up to 10 minutes. Sealing the lips of a mage is like withholding a vampire from blood.
    • Aid. Casting Time: 1 action. Range: 30 feet. Components: V, S, M (one tiny strip of white cloth) Duration: 8 hours. Some battles are tougher than others and require bolstering magic to win.
    • Phantasmal Force. Casting Time: 1 action. Range: 120 feet. Components: V, S. Duration: Concentration, up to 1 minute. Sometimes illusions that torment our psyche are more effective than those in reality.
    • Pass Without Trace. Casting Time: 1 action. Range: Self. Components: V, S, M (a sprig of spruce and ashes from a burned leaf of mistletoe) Duration: Concentration, up to 1 hour.
    • Spike Growth
    • Suggestion
    • Crown of Madness
    • Blindness/Deafness
    • Enlarge/Reduce
    • Dragon’s Breath
    • Heat Metal
    • Hold Person
    • Enhance Ability
    • Maximilian’s Earthen Grasp

    Source: Player’s Handbook Casting Time: 1 Action Range: 150ft, 20ft Radius Components: Verbal, Somatic, Material Duration:10 Minutes (Concentration) Spike Growth’s the perfect spell to use for if you ever find yourself facing down a group of enemies that have only one way to get at you. Exclusive to Druids and Rangers (and certain Clerics or Warloc...

    Source: Player’s Handbook Casting Time: 1 Action Range: 30ft Components: Verbal, Material Duration:8 Hours (Concentration) Suggestion is like the big brother of Charm Person. As a spell that comes innately to certain races, like the Yuan-Ti Pureblood, it’s also available to Wizards, Bard, Sorcerers and Warlocks. It allows the caster to plant a magi...

    Source: Player’s Handbook Casting Time: 1 Action Range: 120ft Components: Verbal, Somatic Duration:1 Minute (Concentration) For another spell that’s great for bending another to your will, we have Crown of Madness. This allows you to target an enemy combatant and turn them against their allies. Summoning a crown of twisted iron to sit upon the head...

    Source: Player’s Handbook Casting Time: 1 Action Range: 30ft Components: Verbal Duration:1 Minute Giving you the ability to ruin just about anyone’s day, Blindness/Deafness does exactly what it says on the tin. Choosing a target within range, you’re able to strip them of their sight or their hearing, provided they fail the accompanying Constitution...

    Source: Player’s Handbook Casting Time: 1 Action Range: 30ft Components: Verbal, Somatic, Material Duration:1 Minute (Concentration) Have you ever wanted to become a Giant? Well…this spell can’t let you do that. But it can make you Large. Or, alternatively, Small. Choosing a target within range, you’re able to either make them one size larger, or o...

    Source: Xanathar’s Guide to Everything Casting Time: 1 Bonus Action Range: Touch, 15ft Cone Components: Verbal, Somatic, Material Duration:1 Minute (Concentration) Now you can have the power of Dragons at your disposal! Touching a target, you’re able to grant them the ability to breath elemental breath much like those giant flying lizards. Choosing...

    Source: Player’s Handbook Casting Time: 1 Action Range: 60ft Components: Verbal, Somatic, Material Duration:1 Minute (Concentration) Have you ever thought: “Man, I’d just love to ruin the day of that guy wearing full plate armor over there”? Well, now you can! With Heat Metal, you can target any manufactured metal object, and heat it to the point w...

    Source: Player’s Handbook Casting Time: 1 Action Range: 60ft Components: Verbal, Somatic, Material Duration:1 Minute (Concentration) If you’re going up against a slippery foe who likes to move around, this spell is a must have for any Wizard’s spellbook. Hold Person does exactly as the name implies: forcing a target to be paralyzed for the spell’s ...

    Source: Player’s Handbook Casting Time: 1 Action Range: Touch Components: Verbal, Somatic, Material Duration:1 Hour (Concentration) A brilliant spell if you just need a bit of an edge. Enhance Ability allows the caster to grant anyone they touch with a bonus to a chosen attribute. Be it Strength, Constitution, Dexterity, or any of the other core st...

    Source: Elemental Evil Player’s Companion Casting Time: 1 Action Range: 30ft, 5ft square Components: Verbal, Somatic, Material Duration:1 Minute (Concentration) With the fury of the world itself, this spell allows you to create a giant hand out of the earth to crush your foes. Choosing a point within range, you’re able to summon up a person sized h...

  3. Mar 30, 2024 · Healing Spirit is a 2nd-level conjuration spell that summons a nature spirit. When a creature moves into the spirit’s space or starts its turn there, you can choose to heal that creature for 1d6 hit points.

  4. Dec 18, 2020 · Healing Spirit is the best healing spell available at 2nd level. This spell doesn’t directly heal a person but summons a spirit that creates a zone of healing within 5’ of its location. The spell heals 1d6 points of damage to whoever is in the zone, is scalable, and lasts for one minute.

  5. Spiritual Weapon. Source: Player's Handbook. 2nd-level evocation. Casting Time: 1 bonus action. Range: 60 feet. Components: V, S. Duration: 1 minute. You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.

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