Introduction
Your first 2nd-circle slots ask for a clear job: mobility, control, defense, damage, or utility that keeps the party moving. Start with the source list your class can use, then choose the spell that fills a gap your group actually has.
Concentration is the first practical check. You cannot concentrate on two spells at once, so choose one concentration spell you expect to cast often and avoid over-preparing options that compete for the same slot. A non-concentration spell can be easier to prepare alongside that default, but a concentration spell is still worth the slot when its effect suits the adventure.
Casting time and higher-circle use are the next checks. A bonus-action spell changes a turn differently from an action spell, and a spell that improves at a higher circle can remain a useful part of a later-level preparation plan. Compare those costs before assuming a higher rating makes a spell right for every build.
The Old Margreve, Labyrinth Worldbook, and Player's Guide 2 broaden the choices with travel, pursuit, disruption, defense, and build-focused tools. Their entries are labeled below. Confirm which supplemental books your GM allows before building around one of them.

How to Use This Guide
Ratings reflect the value of each spell across a typical ToV campaign, considering both combat and exploration contexts. Class-specific commentary is in the Best Picks by Class section.
- ● Red — Bad. Avoid this option.
- ● Orange — Situational. Useful in the right campaign or build.
- ● Green — Good. A reliable choice you won't regret.
- ● Blue — Fantastic. A top-tier option that defines strong play.
2nd Circle Spells by Source List
Arcane Spell List
Available to: Bard, Sorcerer, Theurge, Wizard
| Spell | School | Notes |
|---|---|---|
| Acid Arrow ● | Evocation | 4d4 + 2d4 delayed acid. Decent damage, no save, but single-target and concentration-free means it competes poorly with Scorching Ray on pure output. |
| Acidic Secretion (Player's Guide 2) ● | Transmutation | Acid skin, unarmed acid attacks, and anti-grapple value. Better for odd melee or escape builds than normal Arcane casters. |
| Alter Room (Player's Guide 2 ritual) ● | Illusion | Twenty-four-hour room disguise. Excellent for heists, hideouts, staged meetings, and ambush prep; filler in normal dungeon crawls. |
| Arc Burst (Player's Guide 2) ● | Evocation | Lightning attack with splash damage near the target. Fine when enemies cluster, but Scorching Ray is cleaner for focused damage. |
| Arcane Trap (Player's Guide 2 ritual) ● | Abjuration | Creates a prepared magical trap. Strong when the party controls ground before enemies arrive. |
| Ashes on the Tongue (Player's Guide 2 ritual) ● | Necromancy | A grim curse tool. Campaign-dependent, but useful in horror, survival, or vengeance-heavy stories. |
| Blindness/Deafness ● | Necromancy | No concentration, CON save. Blinding a dangerous melee attacker is highly effective. Deafened is situational. Great as a free action on a turn you'd otherwise waste. |
| Bleating Call (The Old Margreve) ● | Enchantment | Creates an illusory sound that pulls creatures toward it until they inspect it or take damage from you or an ally. Strong for lures, distractions, and ambush setup; too indirect for most straight combat. |
| Blur ● | Illusion | Concentration. Disadvantage on all attacks against you is quietly enormous — effectively doubles your effective HP against single-attacker enemies. Drops off against multi-attack monsters and AoE. |
| Continual Flame ● | Evocation | Permanent light source with no heat. Useful in campaigns with frequent darkness, forgettable otherwise. |
| Corrosive Slime (Player's Guide 2) ● | Conjuration | Acid terrain control with speed pressure. Stronger when the map has chokepoints and enemies cannot simply walk around it. |
| Corrupting Sheath (Labyrinth Worldbook) ● | Conjuration | Bonus-action acid retaliation against touch and melee weapon hits, with nonmagical weapon corrosion. Best when enemies must hit you in melee. |
| Darkness ● | Evocation | Concentration. Strong against enemies relying on sight; shuts down your own party. Requires specific build support to shine — typically Warlock with Devil's Sight equivalent. |
| Darkvision ● | Transmutation | No concentration. Solves a real problem in dungeon campaigns. Lasts 8 hours, multi-target at higher circles. |
| Detect Thoughts ● | Divination | Concentration. Invaluable in social campaigns for reading NPCs, interrogating prisoners, and finding hidden enemies. Dead weight in pure dungeon crawls. |
| Destructive Resonance (Labyrinth Worldbook) ● | Enchantment | 15-foot cone of psychic damage that also blocks reactions on failed saves. Short range, but strong when disengaging or breaking a formation. |
| Deadly Weapon (Player's Guide 2) ● | Transmutation | One hour, no concentration, expanded crit range. Excellent on Fighters, Paladins, Rogues, and any build with extra crit dice. |
| Discrete Pathing (Player's Guide 2) ● | Enchantment | Forces straight-line movement. Hilarious on grid maps with obstacles, underwhelming in open rooms. |
| Diffuse Potion (Player's Guide 2 ritual) ● | Transmutation | Turns a potion into a shared vapor effect. Efficient when the table tracks consumables and the party can cluster safely. |
| Dream Lance (Labyrinth Worldbook) ● | Enchantment | Ranged psychic attack with an INT-save rider for speed reduction, reaction denial, or fear. Flexible but asks for hit plus save pressure. |
| Elemental Blade ● | Evocation | Concentration. 1-hour melee elemental damage boost. Useful for martial-hybrid builds; outclassed by better concentration options on pure casters. |
| Enhance Familiar (Player's Guide 2 ritual) ● | Transmutation | Familiar upgrade ritual. Best for Wizards and Bards that already use scouting, Help actions, and delivery tricks. |
| Enlarge/Reduce ● | Transmutation | Concentration. Enlarge gives a martial ally +1d4 damage per hit and advantage on STR checks — enormous at low levels. Reduce has niche crowd-control use. Fantastic on Fighter or Barbarian allies. |
| Flat Form (Player's Guide 2) ● | Transmutation | Turns a willing creature flat and foldable. Extremely weird infiltration tech, not a default combat prep. |
| Flaming Sphere ● | Evocation | Concentration. A rolling ball of fire dealing 2d6 on a failed DEX save, moveable as a bonus action. Excellent for controlling movement and dealing consistent damage across multiple rounds. Upcasts well. |
| Gear Barrage ● | Conjuration | Cone of slashing damage. No save — ranged spell attack — in a cone shape. Niche. Usually inferior to Scorching Ray or Shatter for raw damage output. |
| Glitter Dust (Labyrinth Worldbook) ● | Evocation | 15-foot cone that outlines invisible targets and can blind on a failed CON save for up to 1 minute. Strong anti-invisibility and control hybrid. |
| Gust of Wind ● | Evocation | Concentration. 60-foot line of wind pushes creatures, disperses gas and fog, and extinguishes flames. Underrated utility against cloud-based hazards and flying creatures. |
| Heat Metal ● | Transmutation | Concentration. 2d8 fire per round to a creature holding or wearing metal, plus disadvantage on attack rolls. Absolute shutdown of armored martials — one of the most powerful 2nd-circle spells against the right target. Useless against casters or unarmored foes. |
| Hold ● | Enchantment | Concentration. Paralyze a Medium humanoid on a failed WIS save. Paralyzed creatures auto-crit for adjacent attackers. The strongest single-target debuff at this circle — coordinate it with your martial allies for devastating rounds. |
| Imbue Projectile (Player's Guide 2) ● | Enchantment | Bonus-action thrown or improvised weapon rider. Good for dedicated throwers, otherwise too narrow for most Arcane casters. |
| Invisibility ● | Illusion | Concentration. Ends on attack or spell. Primarily a utility and scouting spell rather than a combat buff. Invaluable for bypassing encounters, freeing captured allies, and enabling stealth approaches. |
| Knock ● | Transmutation | Opens locked objects with a loud BOOM. Situational — it works but announces your position. Your Rogue does this better. |
| Levitate ● | Transmutation | Concentration. Float a creature up to 20 feet in the air. Stranding a melee brute removes it from combat entirely. Can also safely position a ranged ally above the fray. |
| Liquid Memory (Player's Guide 2 ritual) ● | Divination | Witness past events through liquid. Strong investigation magic when the campaign rewards scene reconstruction. |
| Maddening Whispers (Labyrinth Worldbook) ● | Enchantment | CHA save or incapacitated until damage, distance, or your bonus-action upkeep ends it. Strong setup tool, fragile in active combat. |
| Magic Weapon ● | Transmutation | Concentration. +1 magic weapon for 1 hour. Useful when you're fighting creatures with nonmagical weapon immunity at early levels. Replaced by actual magic items quickly. |
| Magnetize (Labyrinth Worldbook / Player's Guide 2) ● | Transmutation | Move metal objects up to 1,000 pounds and contest worn/carried metal. High-ceiling utility, but map- and gear-dependent. |
| Mark Prey (The Old Margreve) ● | Divination | Bonus action, concentration. Advantage on your attack rolls against the marked target, tracking support, and anti-invisibility for you. Best on attack-roll casters, Bards with weapon plans, and Wizards who can afford niche spellbook tools. |
| Mirror Image ● | Illusion | No concentration. Three illusory copies that take hits instead of you. Exceptional defensive spell that frees up your concentration slot for offense. A top-tier pick for squishy casters who want to stay alive. |
| Misty Step ● | Conjuration | Bonus action teleport 30 feet. No concentration. One of the best spells in the game at any circle — escape a grapple, bypass a barrier, reposition behind a pillar. Never loses value. |
| Misdirect (Labyrinth Worldbook) ● | Enchantment | Concentration control that can force random movement, prone, speed 0, or reaction movement. Unreliable result, excellent disruption. |
| Orbital Spheres (Player's Guide 2) ● | Evocation | Floating force spheres that can attack or reduce weapon damage. Flexible bonus-action/reaction value, but limited charges. |
| Paranoid Delusions (Player's Guide 2) ● | Enchantment | No concentration and can scramble enemy targeting in melee piles. Better in crowded fights than against lone bosses. |
| Perceive Vulnerability (Player's Guide 2) ● | Divination | Crit and sneak-attack damage smoothing plus vulnerability scouting. Best when your party actually has crit/sneak-attack payoffs. |
| Nip at the Heels (The Old Margreve) ● | Illusion | No concentration. WIS save or the target has disadvantage on ability checks and attack rolls, with repeat saves. Flying or elevated targets resist it better, but no concentration makes this easy to layer with your real control spell. |
| Portal Jaunt (Player's Guide 2 ritual) ● | Conjuration | Doorway teleportation ritual. In infiltration, prison-break, and locked-site adventures, this can rewrite the route. |
| Protection from the Void (Labyrinth Worldbook) ● | Abjuration | Touch-range concentration resistance to necrotic or psychic damage. Excellent in Void campaigns, filler elsewhere. |
| Psychic Block (Player's Guide 2) ● | Enchantment | No-concentration defensive misdirection. Strong when one dangerous enemy is trying to target you specifically. |
| Ray of Enfeeblement ● | Necromancy | Concentration. Halves a creature's STR-based attack damage. Strong against pure martial bruisers; irrelevant against spellcasters. Too narrow for most prepared lists. |
| Read Object (Player's Guide 2 ritual) ● | Divination | Psychometry for clues, ownership, and past events. Great in mystery games and heists with physical evidence. |
| Reassuring Visage (Player's Guide 2) ● | Illusion | Social illusion that improves attitude and CHA checks. Excellent campaign spell for Bards and court Wizards. |
| Redirect Missile (Player's Guide 2) ● | Abjuration | Reaction redirect for a ranged weapon attack. Great when enemy archers matter, dead when they do not. |
| Rope Trick ● | Conjuration | A hidden extradimensional hideaway for short rests. Excellent in hostile environments where a safe short rest is otherwise impossible. Situational but uniquely useful when it matters. |
| Scorching Ray ● | Evocation | Three ranged spell attacks dealing 2d6 fire each. No concentration, instantaneous. Raw damage output that scales by adding a ray per slot above 2nd. One of the best nova-damage spells at this circle. |
| See Invisibility ● | Divination | No concentration. See invisible and ethereal creatures for 1 hour. Nearly required when enemy spellcasters are using Invisibility. Passive and reliable when you need it. |
| Shatter ● | Evocation | 10-foot radius thunder damage, no concentration. Damages objects. Excellent area damage that bypasses resistance to non-magical bludgeoning/slashing/piercing, since many constructs and undead are not resistant to thunder. |
| Spider Climb ● | Transmutation | Concentration. Walk on walls and ceilings for 1 hour. Niche but occasionally essential for environmental traversal. |
| Spy My Shadow (The Old Margreve) ● | Transmutation | Concentration, 1 minute. Turns your shadow into a narrow-gap scout that can slip under doors, shutters, and cracks. Short duration keeps it from replacing longer scouting magic, but it is excellent for immediate reconnaissance. |
| Suggestion ● | Enchantment | Concentration. Command a creature to follow a "reasonable" suggestion. Wildly powerful in social and exploration contexts — remove an enemy from a fight by suggesting they go investigate something, or negotiate past a gatekeeper. GM-adjudicated but high ceiling. |
| Web ● | Conjuration | Concentration. 20-foot cube of difficult terrain that restrains targets. One of the best area-control options at 2nd circle. Restrained creatures have disadvantage on DEX saves and attackers have advantage against them. |
Divine Spell List
Available to: Cleric, Paladin, Theurge
| Spell | School | Notes |
|---|---|---|
| Aid ● | Abjuration | No concentration. 8-hour duration. Raises current and maximum HP of up to three creatures by 5. Adds 5 per slot above 2nd. Long duration, non-concentration, and scales — one of the most efficient HP buffs in the game. |
| Beneficent Effigy (Player's Guide 2 ritual) ● | Necromancy | Creates a helpful effigy for a creature. Stronger when the party can plan before the danger starts. |
| Blindness/Deafness ● | Necromancy | See Arcane notes. Equally strong here — CON save, no concentration, reliable debuff. |
| Branding Smite ● | Evocation | Concentration. Extra radiant damage on your next hit, and the target becomes visible if invisible. The anti-invisibility clause is surprisingly relevant. Primarily a Paladin spell. |
| Calm Emotions ● | Enchantment | Concentration. Suppress charm/fear effects or make humanoids indifferent to you and your allies. Powerful in social encounters and specific combat scenarios (fear-heavy fights), nearly useless in a straightforward dungeon. |
| Deadly Weapon (Player's Guide 2) ● | Transmutation | No-concentration crit-range expansion for one hour. Paladins and crit-fishing allies love this more than Clerics do. |
| Eldritch Smite (Player's Guide 2) ● | Evocation | Force smite that lights up the target for party focus fire. Strong Paladin/Warlock-adjacent support damage. |
| Feather Guard (Labyrinth Worldbook) ● | Abjuration | Reaction vertical teleport that can make a melee hit miss, then leaves you floating down. Flashy escape, but terrain and concentration matter. |
| Gentle Repose ● | Necromancy | Preserve a corpse from decay and undeath for 10 days. Ritual-eligible on most lists. Occasionally crucial; mostly irrelevant outside resurrection-heavy campaigns. |
| Hold ● | Enchantment | See Arcane notes. Equally powerful here. Clerics can coordinate Hold + melee allies for guaranteed crit turns. |
| Imbue Projectile (Player's Guide 2) ● | Enchantment | Niche thrown/improvised weapon buff. Good if your party already built around thrown attacks. |
| Luminous Smite (Labyrinth Worldbook) ● | Evocation | Bonus-action radiant smite that outlines the target and grants advantage to attacks against it. Excellent Paladin party-support rider. |
| Maleficent Effigy (Player's Guide 2 ritual) ● | Necromancy | Hostile effigy magic. Better in intrigue, curses, and prepared revenge plots than in normal adventuring days. |
| Orbital Spheres (Player's Guide 2) ● | Evocation | Flexible force attacks or damage reduction. Useful on Clerics who want a defensive/offensive middle lane. |
| Perceive Vulnerability (Player's Guide 2) ● | Divination | Bonus-action vulnerability read plus crit/sneak-attack damage smoothing. Better in optimized parties than casual ones. |
| Protection from Poison ● | Abjuration | No concentration. Removes poison condition, grants resistance to poison damage for 1 hour. Campaign-dependent — essential in poison-heavy environments, filler otherwise. |
| Psychic Block (Player's Guide 2) ● | Enchantment | No-concentration defensive misdirection. Good Cleric self-protection when Sanctuary would block your offense. |
| Ray of Enfeeblement ● | Necromancy | See Arcane notes. Too narrow for most builds. |
| Restoration ● | Abjuration | No concentration. Cures a disease or ends one condition (blinded, deafened, paralyzed, or poisoned). The cure for the most disabling status effects. Mandatory in one slot per Cleric; highly situational when the conditions don't appear. |
| See Invisibility ● | Divination | See Arcane notes. Same value. |
| Shadow Flame Crown (Player's Guide 2) ● | Evocation | Defensive reaction rerolls with social upside around Fiends. Good if enemies are making a few high-value attacks. |
| Shadow Guardians (Player's Guide 2) ● | Conjuration | Defensive aura that slows enemies and imposes attack disadvantage against allies in the radius. Excellent party-protection spell. |
| Silence ● | Illusion | Concentration. 20-foot radius sphere of complete silence — no sound in or out. Enemy spellcasters cannot cast verbal-component spells inside it. An anti-caster nuclear option. Drop it on a boss wizard and watch them become a mediocre melee fighter. |
| Spirit Sensing (Player's Guide 2 ritual) ● | Divination | Ritual spiritual awareness. Excellent when ghosts, hauntings, sacred sites, or planar residue matter. |
| Spiritual Weapon ● | Evocation | Bonus action. Spectral weapon deals force damage (1d8 + spellcasting mod) as a bonus action each round, with no concentration. Force damage is essentially never resisted. Creates ongoing bonus-action damage that does not compete with your action. Upcasts strongly. |
| Star Bolt (Player's Guide 2) ● | Evocation | Three radiant attack bolts with blind and outline pressure. The Divine list gets a real ranged offense/control hybrid. |
| Suggestion ● | Enchantment | See Arcane notes. Equally valuable in social campaigns on the Divine list. |
| Temple Manifestation (Player's Guide 2 ritual) ● | Conjuration | Turns a structure into sacred utility space. Powerful in domain play and sanctified-site adventures, narrow elsewhere. |
| Vengeful Smite (Labyrinth Worldbook / Player's Guide 2) ● | Evocation | Bonus-action psychic smite that frightens the target on hit. Stronger when fear controls enemy movement or protects your backline. |
| Veteran Spirit (Player's Guide 2 ritual) ● | Necromancy | Calls on a martial spirit for advantage support. Good before dangerous checks, duels, and tactical entries. |
| Warding Bond ● | Abjuration | Concentration. You take half the damage your bonded ally takes, they gain +1 AC and resistance to all damage. Designed to protect a glass-cannon ally. Painful on you, potentially fight-saving on them. |
| Zone of Truth ● | Enchantment | Concentration. Creatures inside can't tell deliberate lies. Campaign-dependent — transformative in investigation and social heavy games, dead weight in dungeon crawls. |
Primordial Spell List
Available to: Druid, Ranger
| Spell | School | Notes |
|---|---|---|
| Alter Self ● | Transmutation | Concentration. Aquatic adaptation, change appearance, or grow natural weapons for 1 hour. Versatile toolbox. Aquatic adaptation solves underwater encounters entirely; natural weapons give unarmed builds a magical +1 weapon. Change appearance handles social infiltration. |
| Acidic Secretion (Player's Guide 2) ● | Transmutation | Acid skin and grappling punishment. Better for wild melee concepts than backline Druids. |
| Animal Spy (Player's Guide 2 ritual) ● | Divination | Borrow an animal's senses for scouting. Exactly the kind of ritual that makes wilderness play feel magical without spending combat resources. |
| Appease Local Spirits (Player's Guide 2 ritual) ● | Divination | Travel-speed and terrain help from local spirits. Excellent in journeys, chases, and living-world wilderness campaigns. |
| Arc Burst (Player's Guide 2) ● | Evocation | Lightning attack plus splash damage. Cleaner on Primordial casters because they have fewer no-concentration blasts. |
| Bad Eggs (Player's Guide 2) ● | Transmutation | Turns eggs into varied elemental throwables. Funny and flexible, but preparation and fragility keep it situational. |
| Barkskin ● | Transmutation | Concentration. Target's AC becomes 16. Requires concentration for a fixed AC floor. Most characters above 3rd level already hit or exceed AC 16 through armor, making this nearly obsolete except for Wild Shape Druids who lose armor benefits. |
| Bestial Fury (The Old Margreve) ● | Enchantment | Concentration. Forces or enables a target to attack with unarmed strikes or natural weapons, adds damage, and blocks charm/fear. Interesting for Beast-heavy allies and monster forms; awkward for normal weapon users. |
| Bleating Call (The Old Margreve) ● | Enchantment | See Arcane notes. Primordial casters use this best as a lure into Spike Growth, Moonbeam lanes, snares, or prepared wilderness ambushes. |
| Bombardment of Stings (The Old Margreve) ● | Evocation | 30-foot cone, 4d6 piercing, DEX save, and poisoned on a failed save. Good early AoE for Druids and Rangers who want a non-concentration blast, though poison riders vary heavily by monster type. |
| Boulder Toss (Player's Guide 2) ● | Transmutation | Rock-throwing spell with good physical fantasy. Depends heavily on terrain, ammunition, and GM adjudication. |
| Darkvision ● | Transmutation | See Arcane notes. Equally strong here — dungeon-critical, no concentration. |
| Earthen Tomb (Player's Guide 2) ● | Evocation | Restrained plus ongoing bludgeoning in a breakable tomb. Strong control if you can keep allies from shattering it too early. |
| Enhance Ability ● | Transmutation | Concentration. Choose an ability score — the target gets advantage on checks using that ability plus a secondary effect (bear's endurance for CON doubles hit dice, eagle's splendor for CHA affects spell DCs, etc.). The Swiss Army knife of out-of-combat buffs. Advantage on STR checks is particularly good for Athletics/grapple builds. |
| Enlarge/Reduce ● | Transmutation | See Arcane notes. Same value on the Primordial list — Druids and Rangers can use Enlarge to supercharge a melee ally. |
| Feline's Fall (Player's Guide 2) ● | Transmutation | Fall mitigation with concentration and an action cost. Useful in vertical campaigns, worse than true emergency fall tech. |
| Flaming Sphere ● | Evocation | See Arcane notes. Rangers especially benefit from a bonus-action moveable fire hazard that frees their action for attacks. |
| Grasping Earth (Player's Guide 2) ● | Transmutation | Non-concentration restraint is premium. One of the best PG2 additions because it stacks with your real concentration spell. |
| Gust of Wind ● | Evocation | See Arcane notes. Particularly synergistic for Druids dealing with environmental obstacles and terrain control. |
| Healing Malediction (Labyrinth Worldbook) ● | Necromancy | Concentration anti-healing curse. Niche, but punishes regeneration, enemy healers, and boss monsters with magical recovery. |
| Heat Metal ● | Transmutation | See Arcane notes. A Druid using Heat Metal against an armored enemy knight is a class-defining moment. Check what your enemies are wearing. |
| Ice Glide (Player's Guide 2) ● | Transmutation | Mobility plus difficult/prone terrain behind you. Good skirmisher spell when the map rewards kiting. |
| Inter (Player's Guide 2) ● | Transmutation | Buries enemies in terrain, creating blinded/restrained pressure and cover complications. Strong control, but terrain and ally positioning matter. |
| Instant Snare (The Old Margreve) ● | Abjuration | 24-hour magical trap that can restrain a Large or smaller creature and ping you when triggered within 1 mile. Excellent for camp defense, chokepoints, pursuit play, and prepared ambushes. |
| Lightning Sphere (Player's Guide 2) ● | Evocation | Moveable lightning hazard with an end burst. A strong Flaming Sphere cousin when lightning matters. |
| Lockjaw (Player's Guide 2) ● | Transmutation | Speech and verbal-component pressure. Good anti-caster tool when Silence would also hurt your party. |
| Mark Prey (The Old Margreve) ● | Divination | See Arcane notes. Better on Rangers than Druids because Rangers make more attack rolls and care more about tracking a chosen quarry. Competes with Hunter's Mark-style effects if your build already has one. |
| Magnetize (Labyrinth Worldbook / Player's Guide 2) ● | Transmutation | Metal-object movement for creative terrain, gear, and hazard play. Much better in crafted environments than natural wilderness. |
| Misdirect (Labyrinth Worldbook) ● | Enchantment | Reusable bonus-action disruption after the first cast. Random effects make it swingy, but every result can waste enemy positioning. |
| Moonbeam ● | Evocation | Concentration. A 5-foot-radius beam of radiant energy deals 2d10 radiant per turn on a failed CON save, half on success. Move it 60 feet per action. Radiant is almost never resisted. Sustained damage that outperforms most 2nd-circle options over a 3-round fight. The Druid's best 2nd-circle spell. |
| Pass Without Trace ● | Abjuration | Concentration. Your entire party gains +10 to Stealth checks and leaves no tracks for 1 hour. A +10 is not a bonus — it's a category shift. Even the Paladin in plate mail becomes stealthy. One of the best exploration spells in the game at any circle. |
| Perceive Vulnerability (Player's Guide 2) ● | Divination | Damage optimization and vulnerability scouting. Best on Ranger parties with Rogue, Fighter, or crit payoffs nearby. |
| Protection from Poison ● | Abjuration | See Divine notes. Situational but occasionally crucial. |
| Quill Growth (Player's Guide 2) ● | Transmutation | Spines punish melee contact and grapples. Strong on tanks, grapplers, and animal-form concepts. |
| Restoration ● | Abjuration | See Divine notes. Same value on the Primordial list. |
| Spider Climb ● | Transmutation | See Arcane notes. Niche environmental utility. |
| Spore Surge (Labyrinth Worldbook) ● | Conjuration | 30-foot cone of poison damage and speed reduction on a failed DEX save. Good shape, but poison damage is unreliable by enemy type. |
| Spike Growth ● | Transmutation | Concentration. A 20-foot-radius area of hidden ground spikes dealing 2d4 piercing per 5 feet of movement. No save to enter — it's difficult terrain with automatic damage. Combine with forced movement (thunderwave, gust of wind, shove) to shred enemies. One of the strongest area-denial spells in the game relative to its slot cost. |
| Star Bolt (Player's Guide 2) ● | Evocation | Three radiant attacks with blind and outline riders. Primordial finally gets a clean radiant ranged pressure spell. |
| Thunderburst (Player's Guide 2) ● | Evocation | Thunder AoE with a push. Excellent when forced movement and noisy battlefield control are worth more than raw damage. |
| Wildsense ● | Divination | Concentration. Perceive through a willing Beast's senses. Excellent scouting tool in wilderness environments. Requires a Beast nearby — limited by circumstance. |
Wyrd Spell List
Available to: Warlock, Witch
| Spell | School | Notes |
|---|---|---|
| Blindness/Deafness ● | Necromancy | See Arcane notes. Warlock's limited slots make no-concentration efficiency critical — Blindness/Deafness delivers it. |
| Acidic Secretion (Player's Guide 2) ● | Transmutation | Acid body defense for melee Warlocks and grappling weirdos. Not for standard blast builds. |
| Alter Room (Player's Guide 2 ritual) ● | Illusion | Room-disguise ritual for lairs, scams, and ambushes. Very Warlock-coded, but campaign-dependent. |
| Ashes on the Tongue (Player's Guide 2 ritual) ● | Necromancy | Curse-flavored ritual. Strong in horror or vendetta play, narrow in standard dungeon pacing. |
| Beneficent Effigy (Player's Guide 2 ritual) ● | Necromancy | Protective doll magic. A good pre-adventure ritual when the party can prepare for a named danger. |
| Corrupting Sheath (Labyrinth Worldbook) ● | Conjuration | Self-buff acid retaliation and weapon corrosion. Better for melee Warlocks than backline Eldritch Blast play. |
| Darkness ● | Evocation | Concentration. More relevant for Warlocks than for Arcane casters if their subclass or invocations allow them to see through magical darkness — otherwise still problematic for allies. |
| Detect Thoughts ● | Divination | See Arcane notes. Warlocks are often the party's social character — this spell fits the kit. |
| Destructive Resonance (Labyrinth Worldbook) ● | Enchantment | Psychic cone that strips reactions on failed saves. Useful when a Warlock needs the party to move through a threatened area. |
| Discrete Pathing (Player's Guide 2) ● | Enchantment | Movement geometry spell. Strong on obstacle-heavy maps, too cute in open fights. |
| Dream Lance (Labyrinth Worldbook) ● | Enchantment | Psychic ranged attack with rider choices. Interesting, but Warlocks have brutal competition for 2nd-circle slots. |
| Ectoplasmic Snare (Player's Guide 2) ● | Conjuration | Excellent against Ethereal or incorporeal enemies, nearly blank otherwise. Prepare when ghosts are the job. |
| Eldritch Smite (Player's Guide 2) ● | Evocation | Force smite with party-focus upside. Best on Blade Warlocks; backline Warlocks usually skip it. |
| Enthrall ● | Enchantment | Concentration. Creatures that fail WIS save have disadvantage on Perception checks against other targets. Narrow use case; replaced by Suggestion in most scenarios. |
| Fillip's Fumble Fingers (Player's Guide 2) ● | Necromancy | Makes targets drop held objects. Strong against weapon users, focus users, keys, and ritual props. |
| Flat Form (Player's Guide 2) ● | Transmutation | Turns a willing creature flat for infiltration or hiding. Very weird, very campaign-dependent. |
| Healing Malediction (Labyrinth Worldbook) ● | Necromancy | Anti-healing curse. Great if enemy healing is real at your table, dead if it is not. |
| Hold ● | Enchantment | See Arcane notes. With Warlock's Pact Magic (short-rest recovery), Hold is even more efficiently cycled. |
| Invisibility ● | Illusion | See Arcane notes. Warlocks love the scouting and social utility. |
| Luminous Smite (Labyrinth Worldbook) ● | Evocation | Radiant melee rider that grants advantage against the hit target. Strong if your Warlock actually fights in melee. |
| Lesser Eyebite (Player's Guide 2) ● | Transmutation | Repeatable WIS-save control options from a 2nd-circle slot. Excellent Warlock pressure across multiple rounds. |
| Lockjaw (Player's Guide 2) ● | Transmutation | Anti-verbal-component pressure without silencing the whole battlefield. Good Warlock answer to enemy casters. |
| Maddening Whispers (Labyrinth Worldbook) ● | Enchantment | Incapacitation that breaks on damage and needs bonus-action upkeep. Strong interrogation or capture tool; fragile in normal fights. |
| Maleficent Effigy (Player's Guide 2 ritual) ● | Necromancy | Harmful effigy magic. Excellent villain magic and intrigue tech, but not a default adventuring ritual. |
| Magic Weapon ● | Transmutation | See Arcane notes. Blade Pact Warlocks might care briefly at low levels. |
| Mirror Image ● | Illusion | No concentration. Three illusory copies that absorb hits. Warlocks, who often position within melee range for Eldritch Blast efficiency, benefit enormously from this. Free defensive layer without spending your concentration slot. |
| Misty Step ● | Conjuration | See Arcane notes. Arguably even more essential for Warlocks, who often get caught in melee and need a bonus action escape. |
| Ray of Enfeeblement ● | Necromancy | See Arcane notes. Too situational for Warlock's limited slots. |
| Pain Wrack (Player's Guide 2) ● | Necromancy | Reaction-based disadvantage and psychic chip damage. Interesting boss tax, but concentration is expensive. |
| Paranoid Delusions (Player's Guide 2) ● | Enchantment | No-concentration targeting chaos. Excellent when enemies are packed around each other. |
| Perceive Vulnerability (Player's Guide 2) ● | Divination | Crit and sneak-attack support. Best when the party has a Rogue, Paladin, or Fighter ready to exploit the read. |
| Portal Jaunt (Player's Guide 2 ritual) ● | Conjuration | Doorway teleportation ritual. Warlocks turn locked-site adventures into route puzzles with this. |
| Psychic Block (Player's Guide 2) ● | Enchantment | No-concentration defensive misdirection. Good when one enemy is trying to isolate or snipe the Warlock. |
| Read Object (Player's Guide 2 ritual) ● | Divination | Psychometry ritual for clues, cursed objects, and incriminating props. Strong in mystery and patron-driven campaigns. |
| Reassuring Visage (Player's Guide 2) ● | Illusion | Social smoothing through a friendly appearance. Good Warlock face tech when the table uses NPC attitudes. |
| Rope Trick ● | Conjuration | See Arcane notes. Short-rest recovery makes safe short rests especially valuable for Warlocks — Rope Trick enables them in hostile environments. |
| See Invisibility ● | Divination | See Arcane notes. Same value; Warlocks with limited slots should consider whether it's campaign-essential. |
| Shadow Guardians (Player's Guide 2) ● | Conjuration | Defensive shadow aura for party protection. A serious Wyrd competitor when the Warlock plays near the formation instead of far behind it. |
| Silence ● | Illusion | See Divine notes. Same devastating anti-caster potential. Warlocks have the social and manipulation identity to set up a Silence drop perfectly. |
| Spirit Sensing (Player's Guide 2 ritual) ● | Divination | Ritual sense for spirits and supernatural residue. Good patron-story and haunted-site utility. |
| Spiritual Weapon ● | Evocation | See Divine notes. Bonus-action force damage with no concentration, accessible to Warlocks via the Wyrd list. Exceptional for a class that otherwise has to choose between Eldritch Blast and other actions. |
| Spirit Ward (Player's Guide 2) ● | Abjuration | Temporary HP plus resistance to weapon damage while it lasts. One of the best PG2 defensive Wyrd spells. |
| Spy My Shadow (The Old Margreve) ● | Transmutation | See Arcane notes. Warlocks make especially good use of creepy, low-profile scouting, but the 1-minute concentration duration means this is a precision tool, not a whole-dungeon scout. |
| Suggestion ● | Enchantment | Concentration. The Warlock's list skews heavily toward enchantment and social magic — Suggestion fits that identity perfectly and is one of the most powerful out-of-combat tools at 2nd circle. |
| Vengeful Smite (Labyrinth Worldbook / Player's Guide 2) ● | Evocation | Psychic melee rider that frightens on hit. Better than it looks for Blade-style Warlocks who want defensive control. |
| Veteran Spirit (Player's Guide 2 ritual) ● | Necromancy | Calls on an experienced spirit for advantage support. Good before negotiations, duels, and dangerous entries. |
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Start BuildingBest Old Margreve 2nd Circle Picks
| Spell | Source List | Best For |
|---|---|---|
| Nip at the Heels (The Old Margreve) ● | Arcane | Wizard, Bard |
| Mark Prey (The Old Margreve) ● | Arcane, Primordial | Ranger, attack-roll casters |
| Instant Snare (The Old Margreve) ● | Primordial | Druid, Ranger |
| Spy My Shadow (The Old Margreve) ● | Arcane, Wyrd | Wizard, Warlock |
| Bombardment of Stings (The Old Margreve) ● | Primordial | Druid, Ranger |
Best Labyrinth Worldbook 2nd Circle Picks
| Spell | Source List | Best For |
|---|---|---|
| Glitter Dust (Labyrinth Worldbook) ● | Arcane | anti-invisibility, blind control |
| Destructive Resonance (Labyrinth Worldbook) ● | Arcane, Wyrd | psychic cone, reaction denial |
| Luminous Smite (Labyrinth Worldbook) ● | Divine, Wyrd | Paladin, melee Warlock, party focus fire |
| Vengeful Smite (Labyrinth Worldbook) ● | Divine, Wyrd | fear-based melee control |
| Misdirect (Labyrinth Worldbook) ● | Arcane, Primordial | disruption, movement chaos |
| Magnetize (Labyrinth Worldbook) ● | Arcane, Primordial | metal-object utility, environmental play |
| Healing Malediction (Labyrinth Worldbook) ● | Primordial, Wyrd | anti-healing encounters |
| Protection from the Void (Labyrinth Worldbook) ● | Arcane | necrotic or psychic-heavy campaigns |
Best Player's Guide 2 2nd Circle Picks
Player's Guide 2 adds 2nd-circle options with clear build hooks. The strongest picks either avoid concentration, protect the party, or give martials better payoff windows. Label them as (Player's Guide 2) and check reprints such as Magnetize and Vengeful Smite against the books your table already allows.
| Spell | Source List | Best For |
|---|---|---|
| Deadly Weapon (Player's Guide 2) ● | Arcane / Divine | Fighter, Paladin, Rogue, crit builds |
| Grasping Earth (Player's Guide 2) ● | Primordial | non-concentration restraint |
| Shadow Guardians (Player's Guide 2) ● | Divine / Wyrd | party defense, melee formations |
| Spirit Ward (Player's Guide 2) ● | Wyrd | front-liners, Blade Warlocks, bodyguards |
| Star Bolt (Player's Guide 2) ● | Divine / Primordial | radiant ranged pressure, blind setup |
| Lesser Eyebite (Player's Guide 2) ● | Wyrd | repeatable Warlock control |
| Portal Jaunt (Player's Guide 2 ritual) ● | Arcane / Wyrd | locked sites, escapes, infiltration |
| Earthen Tomb (Player's Guide 2) ● | Primordial | single-target restraint |
| Lockjaw (Player's Guide 2) ● | Primordial / Wyrd | anti-caster speech denial |
| Paranoid Delusions (Player's Guide 2) ● | Arcane / Wyrd | no-concentration enemy disruption |
| Perceive Vulnerability (Player's Guide 2) ● | Arcane / Divine / Primordial / Wyrd | crit and sneak-attack parties |
For build support, pair Deadly Weapon (Player's Guide 2) and Perceive Vulnerability (Player's Guide 2) with the Martial Talents Guide and Technical Talents Guide. Those spells get much better when the party has actual crit, sneak-attack, thrown-weapon, or weapon-damage payoffs.
Top 2nd Circle Spells
| Spell | Source List | Best For |
|---|---|---|
| Misty Step ● | Arcane, Wyrd | Everyone |
| Spiritual Weapon ● | Divine, Wyrd | Cleric, Theurge, Warlock, Witch |
| Moonbeam ● | Primordial | Druid |
| Pass Without Trace ● | Primordial | Druid, Ranger |
| Aid ● | Divine | Cleric, Theurge |
| Hold ● | Arcane, Divine, Wyrd | Wizard, Cleric, Theurge, Warlock, Witch |
| Silence ● | Divine, Wyrd | Cleric, Theurge, Warlock, Witch |
| Scorching Ray ● | Arcane | Sorcerer, Theurge, Wizard |
| Spike Growth ● | Primordial | Druid, Ranger |
| Enhance Ability ● | Primordial | Druid |
| Mirror Image ● | Arcane, Wyrd | Sorcerer, Theurge, Wizard, Warlock, Witch |
| Suggestion ● | Arcane, Divine, Wyrd | Bard, Theurge, Warlock, Witch |
| Deadly Weapon (Player's Guide 2) ● | Arcane, Divine | crit-focused martials |
| Grasping Earth (Player's Guide 2) ● | Primordial | Druid, Ranger |
| Shadow Guardians (Player's Guide 2) ● | Divine, Wyrd | Cleric, Paladin, Theurge, Warlock, Witch |
| Spirit Ward (Player's Guide 2) ● | Wyrd | Warlock, Witch, melee parties |
| Star Bolt (Player's Guide 2) ● | Divine, Primordial | Cleric, Theurge, Druid, Ranger |
Best 2nd Circle Picks by Class
Bard: You're on the Arcane list with one cross-list pick. At 2nd circle, Misty Step is non-negotiable: a bonus-action teleport that rescues you from every bad position and costs no concentration. Mirror Image is the best second pick: three free defensive layers without touching your concentration slot. If you took Suggestion at 1st, skip it here and consider Hold for battlefield control that lets your martial allies auto-crit. From Labyrinth Worldbook, Glitter Dust and Destructive Resonance are the best practical adds: one answers invisible enemies, the other buys escape turns by stripping reactions. From Player's Guide 2, Deadly Weapon (Player's Guide 2) is the Bard's best martial support spell when the party has a Fighter, Rogue, or Paladin worth enabling, while Portal Jaunt (Player's Guide 2 ritual) and Read Object (Player's Guide 2 ritual) are excellent intrigue picks.
Cleric: Your 2nd circle is one of the strongest in the game. Spiritual Weapon is mandatory: bonus-action force damage with no concentration that runs all fight long. Clerics should pick up Silence for the anti-caster nuclear option, and Aid if your party regularly runs short on HP. Hold is the single best CC option at this level and pairs devastatingly with any ally who hits in melee. Player's Guide 2 adds Shadow Guardians (Player's Guide 2) for formation defense, Star Bolt (Player's Guide 2) for radiant offense, and Deadly Weapon (Player's Guide 2) when your best contribution is making the martial crit more often.
Theurge: Theurge gets the best part of this circle because Arcane and Divine both matter. Start with Misty Step or Mirror Image for survival, then add Spiritual Weapon, Aid, Silence, or Hold from Divine depending on party need. Player's Guide 2 gives Theurge clean direct options: Deadly Weapon (Player's Guide 2) for martial support, Shadow Guardians (Player's Guide 2) for formation defense, Star Bolt (Player's Guide 2) for radiant pressure, and Portal Jaunt (Player's Guide 2 ritual) / Read Object (Player's Guide 2 ritual) for investigation play. See the ToV Theurge Spell Guide.
Druid: Moonbeam is the headline: sustained radiant damage on a moveable beam that scales better than almost any other 2nd-circle option. Druids should pair it with Spike Growth for the most powerful area-denial combination available at this circle. Pass Without Trace is worth a slot in any campaign with wilderness or stealth components: a party-wide +10 to Stealth is not a number, it's a new reality. Player's Guide 2 adds Grasping Earth (Player's Guide 2) as the cleanest new Druid spell because it restrains without eating your concentration, plus Animal Spy (Player's Guide 2 ritual) and Appease Local Spirits (Player's Guide 2 ritual) for travel-heavy play.
Paladin: Aid and Spiritual Weapon are your pillars. Aid extends the entire party's HP ceiling for 8 hours with no concentration, and Spiritual Weapon gives you bonus-action damage that doesn't interfere with your smite-powered attacks. Paladins can lean into Branding Smite against foes that use Invisibility, and Silence is worth a prepared slot any session where enemy casters are likely. Labyrinth Worldbook gives Paladins two real smite options: Luminous Smite is the team pick because it helps allies focus fire, while Vengeful Smite is the control pick when frightened meaningfully weakens the target. Player's Guide 2 makes Deadly Weapon (Player's Guide 2) and Shadow Guardians (Player's Guide 2) the standout Paladin adds: one improves your offense for an hour, the other protects the formation.
Ranger: Spike Growth is your best 2nd-circle spell. A 20-foot-radius zone of automatic piercing damage requiring no save to enter is exceptional for a class that can force movement and create choke points. Rangers who face armored enemies should strongly consider Heat Metal; Darkvision solves a common exploration gap. Pass Without Trace doubles as one of the best party utility spells in the entire game. Misdirect is the best Labyrinth Worldbook addition for Rangers who want more positional disruption. Magnetize is campaign-dependent, but it becomes excellent in ruins, workshops, prisons, armories, and metal-heavy dungeons. Player's Guide 2 adds Star Bolt (Player's Guide 2) for ranged radiant pressure and Lockjaw (Player's Guide 2) when you need anti-caster tech without dropping Silence on your own party.
Sorcerer: Scorching Ray is your bread and butter: three ranged spell attacks with no concentration that scale by adding a ray per slot. Sorcerers can twin it at lower levels for absurd nova output. Misty Step is mandatory for survivability, since your positioning often puts you in danger. Mirror Image covers you between steps. Hold is your best control option and becomes a melee-ally force multiplier when timed correctly.
Warlock: With Pact Magic giving you short-rest slot recovery, every slot you spend matters. Warlocks should anchor to Mirror Image (no concentration, strong defense), Misty Step (bonus action escape), and Silence (anti-caster nuclear). Suggestion is the best social tool in the Wyrd list and fits the Warlock's enchantment identity. Hold rounds out the combat core. Spiritual Weapon is the dark horse: bonus-action force damage that doesn't compete with your action is as good here as it is on the Cleric list. Labyrinth Worldbook favors melee Warlocks more than blast Warlocks: Luminous Smite, Vengeful Smite, and Corrupting Sheath all want you near the target. Destructive Resonance is the cleanest general Warlock pickup because reaction denial helps the whole party reposition. Player's Guide 2 is excellent for Wyrd casters: Spirit Ward (Player's Guide 2) protects your front line, Lesser Eyebite (Player's Guide 2) gives repeatable control, Shadow Guardians (Player's Guide 2) protects a formation, and Portal Jaunt (Player's Guide 2 ritual) is premium patron-intrigue utility.
Witch: Witch uses the same Wyrd table directly, but the priorities are more control-first than blast-first. Hold, Misty Step, Mirror Image, Silence, Suggestion, and Spiritual Weapon are all real Witch spells, not Warlock leftovers. Player's Guide 2 is especially good here: Spirit Ward (Player's Guide 2) protects a fragile line, Lesser Eyebite (Player's Guide 2) fits the Hex-and-control rhythm, Shadow Guardians (Player's Guide 2) defends the formation, and Portal Jaunt (Player's Guide 2 ritual) gives coven-grade intrusion utility. See the ToV Witch Spell Guide.
Wizard: You know more spells than any other class and can prepare widely. Wizards should lock in Misty Step and Mirror Image as permanent prepared spells: the former saves your life, the latter protects your concentration. Scorching Ray is your best no-concentration damage option. Web and Hold give you the two flavors of control: area denial and single-target lockdown. Shatter handles constructs and objects that resist physical damage. Player's Guide 2 mostly adds spellbook tools here: Portal Jaunt (Player's Guide 2 ritual), Read Object (Player's Guide 2 ritual), Enhance Familiar (Player's Guide 2 ritual), and Arcane Trap (Player's Guide 2 ritual) are not always-prepared spells, but they are exactly why Wizards own notebooks.
Synergies & Combos
Hold + Melee Ally Hold paralyzes a Medium humanoid on a failed WIS save. Paralyzed creatures are incapacitated and automatically crit for any attacker within 5 feet. This is not a combo. It's a mechanic that transforms a Wizard or Cleric into a melee ally's personal assist engine. Use Hold on the most dangerous target, then watch the Fighter land guaranteed critical hits. In rounds 2–4 of a boss fight, this swing is fight-ending.
Spike Growth + Thunderwave / Gust of Wind Spike Growth creates a 20-foot-radius zone of difficult terrain with automatic damage per 5 feet of movement. Forced movement into and through it doesn't care about movement speed; it's just distance traveled. Thunderwave pushes creatures 10 feet on a failed STR save. Drop Spike Growth across a corridor, push an enemy into it with Thunderwave, and watch them take 4d4 piercing before they even take their turn. Druid + Cleric or Druid + any Arcane caster unlocks this.
Pass Without Trace + Spike Growth Separate spells but same caster. Run Pass Without Trace during the approach, let the Ranger scout the enemy position, establish Spike Growth across a chokepoint before the enemy knows you're there, then ambush from a position of total control. This two-spell sequence converts a random encounter into a tactical ambush with area denial already in place, no initiative roll-off needed.
Spiritual Weapon + Silence Both require no concentration (Spiritual Weapon) or use your one concentration slot (Silence). A Cleric running both is dealing bonus-action force damage every round while simultaneously preventing all verbal-component spellcasting in a 20-foot radius. This combination shuts down enemy spellcasters completely, no counterspell needed, while maintaining your offensive output. Drop Silence on the enemy's most dangerous caster and let the weapon swing.
Bleating Call (The Old Margreve) + Spike Growth Bleating Call pulls failed targets toward a sound by the safest available route. Spike Growth punishes movement through an area with automatic damage. This is table-positioning dependent, but in wilderness ambushes it lets a Primordial caster turn curiosity into damage before the enemy understands the fight has started.
Instant Snare (The Old Margreve) + Pass Without Trace Pass Without Trace gets the party into position without leaving tracks. Instant Snare turns the retreat route, camp perimeter, or monster trail into a restrained-target trap. Together, they support the Ranger fantasy better than another direct damage spell: choose the ground, hide the party, and punish pursuit.
Glitter Dust (Labyrinth Worldbook) + Melee Focus Fire Glitter Dust does two jobs that matter in the same fight: it reveals invisible creatures and can blind creatures that fail the save. If a dangerous invisible enemy is trying to dictate the encounter, this turns the problem into a normal target and may also hand advantage to the party's melee attackers. It is not glamorous, but it solves a real table problem.
Misdirect (Labyrinth Worldbook) + Spike Growth Misdirect is unreliable by design, but every result is better when the battlefield punishes bad movement. Prone, speed 0, random movement, or reaction movement all become nastier when Spike Growth controls the ground. This is a Primordial caster's version of slapstick battlefield control: chaotic, but very expensive for enemies who fail the save.
Deadly Weapon (Player's Guide 2) + Martial Crit Builds Deadly Weapon lasts an hour and does not require concentration, which means the caster can enable the party's best weapon user and then go back to casting real control spells. It gets much better on characters using the Martial Talents Guide to stack weapon damage, extra attacks, or critical-hit payoffs.
Grasping Earth (Player's Guide 2) + Moonbeam Grasping Earth restrains without concentration. Moonbeam requires concentration. That is the whole combo: lock a target down with the spell that does not occupy your concentration, then spend the concentration slot on the radiant damage engine.
Lockjaw (Player's Guide 2) + Silence Silence shuts down a space. Lockjaw pressures one caster's speech without blanketing the battlefield. A party with both can choose between area denial and precision anti-caster disruption instead of treating every mage fight the same way.
Spirit Ward (Player's Guide 2) + Blade Warlock Spirit Ward gives temporary HP and weapon-damage resistance while the temp HP lasts. For a Warlock trying to stay close enough to use melee smites or protect an ally, this is the difference between "interesting concept" and "survives contact."
Hot Takes
Hot Take: Scorching Ray is overrated, and Shatter is underrated. Everyone reaches for Scorching Ray when they want 2nd-circle damage, and it's good: three ranged spell attacks with no concentration is clean and reliable. But Shatter is a 10-foot radius thunder sphere that bypasses resistance to physical damage and destroys objects. Most constructs and crystalline creatures are specifically vulnerable to thunder. Shatter hits a cluster. Scorching Ray hits one target. In any encounter with grouping enemies, Shatter wins. The reason Scorching Ray gets the love is nova focus: it feels good to fire three attacks at a boss. Run the math over a four-round fight against three enemies: Shatter pays better.
Hot Take: Pass Without Trace is one of the five best spells in the game, and most Druids don't treat it that way. The discourse around 2nd circle spells focuses on Moonbeam for good reason: sustained radiant damage is excellent. But Pass Without Trace does something Moonbeam can't: it changes the game before combat begins. A +10 to Stealth for the entire party means you choose when every fight starts. You pick the terrain. You set the ambush. You skip the encounters you'd lose. Moonbeam wins a fight; Pass Without Trace lets you choose which fights to have.
Hot Take: Mirror Image should be on every Sorcerer, Theurge, Warlock, and Witch prepared list, full stop. The community treats Mirror Image as a defensive fallback, something you cast when you're scared. This is backwards. Cast Mirror Image on turn one of every dangerous fight, before you need it. Three illusory duplicates require no concentration and absorb hits automatically. You're not spending a slot to recover from damage; you're spending a slot to prevent damage across an entire combat. The spells that keep you alive are worth more than the spells that deal damage, because dead casters deal zero damage. Mirror Image is better than Blur, better than Shield in most fights, and uses no concentration. It belongs in your default rotation.
Hot Take: Nip at the Heels (The Old Margreve) is better than it looks because it does not use concentration. Disadvantage on attack rolls is not rare, but getting it while still concentrating on Web, Hold, Moonbeam, Pass Without Trace, or Spike Growth is the point. It will not define every fight, and flyers make it worse, but on grounded brutes it is exactly the kind of secondary debuff that wins action economy quietly.
Hot Take: Mark Prey (The Old Margreve) is a Ranger spell first and a Wizard spellbook spell second. Advantage on your own attacks is good, but the concentration cost is brutal for full casters. Rangers, Battle Mages, and attack-roll cantrip builds get the cleanest combat value; prepared Wizards should mostly value it as a pursuit and anti-invisibility tool.
Hot Take: Glitter Dust (Labyrinth Worldbook) is the Labyrinth 2nd-circle spell most likely to matter at a normal table. Anti-invisibility plus blind control is not flashy, but invisible enemies show up often enough that the party needs an answer before the fight starts falling apart.
Hot Take: Luminous Smite (Labyrinth Worldbook) is the better team spell; Vengeful Smite (Labyrinth Worldbook) is the better selfish control spell. Advantage for the whole party usually wins when the target needs to die now, while frightened is better when the target is a melee threat you want to contain.
Hot Take: Magnetize (Labyrinth Worldbook) is either dead text or encounter-breaking. If the map has chains, gates, armor, keys, weapons, cages, bridges, or machinery, it stops being cute and starts becoming the spell that rewrites the scene.
Hot Take: Maddening Whispers (Labyrinth Worldbook) looks like a combat lockdown spell, but it is often better as a capture, interrogation, or extraction tool. Damage breaks it, and bonus-action upkeep is expensive, so treat it as precision control rather than a default fight opener.
Hot Take: Deadly Weapon (Player's Guide 2) is the quiet martial-caster handshake this circle needed. It is not flashy, and it does not win the fight by itself, but one hour of expanded crit range with no concentration is exactly how a support caster makes a Fighter, Paladin, or Rogue feel like the main character.
Hot Take: Grasping Earth (Player's Guide 2) is better than several louder control spells because it does not ask for your concentration. At 2nd circle, "good control that stacks with your best concentration spell" is often stronger than "great control that replaces it."
Hot Take: Star Bolt (Player's Guide 2) is not just a radiant Scorching Ray. The blind and outline riders mean it supports the next attacker instead of only padding your damage line. That makes it a real Divine and Primordial team spell.
Hot Take: Portal Jaunt (Player's Guide 2 ritual) is the most dangerous PG2 ritual because it attacks adventure structure instead of hit points. Locked doors, barred exits, prison corridors, manor security, and "you cannot get there from here" all become negotiable when the party can plan around doorways.
Hot Take: Lesser Eyebite (Player's Guide 2) is the Wyrd spell that most cleanly says "Witch or Warlock." It is repeatable, creepy, save-based, and oppressive when the fight lasts long enough. It also rewards Wyrd casters for doing something more interesting than spending every action on the same blast.
Final Notes
At 2nd circle, make each prepared spell serve one concrete job. A mobility spell is an escape route, a ward protects a plan, control changes where enemies can stand, and a ritual can solve a problem before initiative begins.
Pick one concentration spell you expect to use often, then add choices that do not constantly displace it. That does not make every non-concentration spell better; it makes the cost of your default plan visible.
Supplemental books add narrower tools for particular campaigns and party builds. Use their labels, check table permission, and choose them when their specific job matters more than a broad core-list option.
For class-specific breakdowns of the full spell slate, see the Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Theurge, Warlock, Witch, and Wizard guides.
For the class and circle index, return to the Tales of the Valiant Spell Guides.
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