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Favourite 2nd level spells?
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<blockquote data-quote="jgsugden" data-source="post: 8716125" data-attributes="member: 2629"><p>Aid - Non-concentration multi-PC buff / healing. My Divine Soul Sorcerer uses quickened aid spells to get multiple PCs back on their feet.</p><p></p><p>Alter Self - This is such an amazing spell. I've used it a lot for non-combat purposes. </p><p></p><p>Augury - This can be very powerful with the right DM. If your DM is a 'Always Wal and woe' person, it is a waste.</p><p></p><p>Blindness/Deafness - There are very few spells with a duration that hamper enemies and do not require concentration. This can nuke spellcasters that have may spells that rely upon sight.</p><p></p><p>Darkness - There are a lot of ways to abuse it.</p><p></p><p>Detect Thoughts - This is insanely powerful for gathering information. I use it a lot in games with high RP. However, it is often very much a violation to use it.</p><p></p><p>Find Steed - A hidden class ability, this is one of those spells PCs try to be able to cast even if not a paladin. </p><p></p><p>Fortune's Favor - 1 Hour of initiative bonus can be huge, no concentration.</p><p></p><p>Hold Person - the Person limitation is rough in some adventures, but meaningless in others. It is so powerful to paralyze an enemy.</p><p></p><p>Invisibility - No explanation necessary.</p><p></p><p>Mirror Image - You're negating three hits on you. That can be a lot of damage you avoid. No concentration.</p><p></p><p>Misty Step - No explanation needed.</p><p></p><p>Nystul's Magic Aura - OMG this spell is overlooked. When I run a wizrd, I always mask and false aura a lot of things given the time to make them permanent. </p><p></p><p>Pass without Trace - This is a game changer for stealth.</p><p></p><p>Phantasmal Force - People think of this as primarily a combat spell. I think of it as an out of combat spell primarily. For example, if a guard sees you do something and reports it to their supervisor in your absence, the excuse holds up even to magical interrogation to see if the guard is lying.</p><p></p><p>Rime's Binding Ice - This is a killer in aerial combat. </p><p></p><p>Rope Trick - This has a lot of sneaky uses.</p><p></p><p>Scorching Ray - This is my default 2nd level damage spell.</p><p></p><p>Silence - This is underestimated as a utility spell. </p><p></p><p>Spiritual Weapon - For PCs that do not use their bonus action regularly, this is a lot of damage for a 2nd level spell.</p><p></p><p>Suggestion - If you can communicate, and the DM is not constantly trying to limit you, this can be very powerful.</p><p></p><p>Tasha's Mind Whip - An absolute solo killed. </p><p></p><p>Vortex Warp - Probably the most versatile 2nd level spell. </p><p></p><p>Warding Bond - This is a great spell. +1 AC and +1 Saving throws, by itself, as a non-concentration buff is increible. If you'fre a high HP spellcaster in the back of the party, this allows you to put your hp to good use.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8716125, member: 2629"] Aid - Non-concentration multi-PC buff / healing. My Divine Soul Sorcerer uses quickened aid spells to get multiple PCs back on their feet. Alter Self - This is such an amazing spell. I've used it a lot for non-combat purposes. Augury - This can be very powerful with the right DM. If your DM is a 'Always Wal and woe' person, it is a waste. Blindness/Deafness - There are very few spells with a duration that hamper enemies and do not require concentration. This can nuke spellcasters that have may spells that rely upon sight. Darkness - There are a lot of ways to abuse it. Detect Thoughts - This is insanely powerful for gathering information. I use it a lot in games with high RP. However, it is often very much a violation to use it. Find Steed - A hidden class ability, this is one of those spells PCs try to be able to cast even if not a paladin. Fortune's Favor - 1 Hour of initiative bonus can be huge, no concentration. Hold Person - the Person limitation is rough in some adventures, but meaningless in others. It is so powerful to paralyze an enemy. Invisibility - No explanation necessary. Mirror Image - You're negating three hits on you. That can be a lot of damage you avoid. No concentration. Misty Step - No explanation needed. Nystul's Magic Aura - OMG this spell is overlooked. When I run a wizrd, I always mask and false aura a lot of things given the time to make them permanent. Pass without Trace - This is a game changer for stealth. Phantasmal Force - People think of this as primarily a combat spell. I think of it as an out of combat spell primarily. For example, if a guard sees you do something and reports it to their supervisor in your absence, the excuse holds up even to magical interrogation to see if the guard is lying. Rime's Binding Ice - This is a killer in aerial combat. Rope Trick - This has a lot of sneaky uses. Scorching Ray - This is my default 2nd level damage spell. Silence - This is underestimated as a utility spell. Spiritual Weapon - For PCs that do not use their bonus action regularly, this is a lot of damage for a 2nd level spell. Suggestion - If you can communicate, and the DM is not constantly trying to limit you, this can be very powerful. Tasha's Mind Whip - An absolute solo killed. Vortex Warp - Probably the most versatile 2nd level spell. Warding Bond - This is a great spell. +1 AC and +1 Saving throws, by itself, as a non-concentration buff is increible. If you'fre a high HP spellcaster in the back of the party, this allows you to put your hp to good use. [/QUOTE]
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