Summary
Dungeons & Dragonsspell casters can often be spoiled for choice. In a game with so much emphasis on player freedom and customization, the range of spells to choose from can be a little overwhelming. Characters with spellcasting abilities will only have access to Level 1 spells when they begin to play, but will quickly get access to the more powerful and varied Level 2 spells.
The number of spells available, especially for classes who have to select a spell that they will keep throughout their game, can make choosing one or two to add to players' spell lists a challenge. Here are the best Level 2 spells that can make a character more powerful and add some more magic to their games.

10Augury
Divination Spell For Clerics, Druids, Or Wizards
Auguryis a spell that, at face value, might be written off by most players. Casting it takes a whole minute, so itcan’t really be used in combat. However, it can be a godsend for thoughtful players or those in more strategic games. Players cast the spell and are given an omen about the results of planned upcoming actions.
The Dungeon Master can send a sign that the future holds ‘Weal’ for a positive outcome, or ‘Woe’ for a negative one. This outcome can be changed in some ways and the success of the spell can depend onthe Dungeon Master themselves, but being able to get the DM’s opinion on a big plan can decide the fate of a whole party. A very situational spell with a lot of potential.

9Zone Of Truth
Enchantment Spell For Bards, Clerics, Or Paladins
Another situational spell, but one that only takes one action to cast,Zone of Truthcreates a 15-foot-radius sphere that forces any who enter it to tell the truth. Upon starting a turn in the sphere, the targets must roll a Charisma saving throw, and if they fail, they are unable to speak a lie. While this can seem incredibly powerful, especially paired with a ten-minute duration, the utility of this spell willdepend entirely on the game that characters are taking part in.
For a combat-centric campaign there are likely to be a lot fewer opportunities to get the truth out of any enemies. But in the event of - say - an unsolved murder, Zone of Truth can blow the case wide open and make interrogations a breeze.

8Rope Trick
Transmutation Spell For Wizards Or Artificers
A spell that lasts even longer isRope Trick. The caster must touch a length of rope which will then lift until the whole rope is suspended off the ground. At the upper end of the rope, a portal to a place outside of reality will open. Climbing the rope will give players access to this invisible pocket dimension, which can hold a whole party and protect those inside for a full hour.
The rope can be yanked into this area to allow characters inside to hide, but the interior can be seen out of through the entryway, giving players a view of the area around them so that they can emerge when they are safe. The quick casting of the spell - one action - as well as the ability to protect a whole party from sight and harm, makes this an obvious choice for stealthier missions or for underhanded wizards.

7Blur
Illusion Spell For Artificers, Sorcerers, Or Wizards
For those with fewer hit points or who are likely to sustain more damage in combat,Bluris an incredible spell. The sheer amount of damage that can be negated makes iteffective no matter what position the caster takes in party combat. For up to one minute, or while concentration is sustained, all attacks made against the caster are made at a disadvantage.
This spell is available for the two classes with the lowest hit dice, affording them some much-needed protection. The spell scales beautifully, it protects from one orc’s axe swing as effectively as it defends against a barrage of arrows from a dozen archers. Exceptions are only made for creatures with truesight, or those who can see through illusions, meaning that, for the majority of standard encounters, this spell could be the difference between life or death.

6Gust Of Wind
Evocation Spell For Druids, Rangers, Sorcerers, Or Wizards
Gust of Windcan be just as useful for keeping casters out of the heat of battle. A 60ft long line of strong wind emanating from the caster forces those inside it to succeed a Strength saving throw or be pushed 15 ft away and treat the walk back to the caster as difficult terrain. This can shove enemies into danger, push enemies off of ledges, or even move party members out of the way of danger. The spell lasts for a whole minute as long as Concentration is maintained, and can be maneuvered to face in different directions to ensure it is still useful.
For more situational uses of the spell, it can extinguish flames to give the cover of darkness, and it is also valuable to remember that reading theDungeon Master’s Guidecarefully reveals that breezes classified as ‘Strong Wind,’ like the one casters will produce here, impose disadvantage on ranged weapon attacks for some additional defense and utility.

5Branding Smite
Evocation Spell For Paladins
The Paladin spell list can look pretty sparse when compared to those available to other classes, butBranding Smiteis a spell that even Wizards might be envious of. It is cast as a bonus action, leaving the Paladin free to attack in the same turn, and is applied to the next hit landed on any creature. It causes the attack to do additional radiant damage, which can break through many resistances to standard damage and deal extra wounds to some dark beings. In addition, the spell makes it impossible for the creature that has been hit to become Invisible while the magic lasts, and it gives off light to ensure visibility.
This spell can swing a loss into a victory, especially against any enemies that evade and avoid by using Invisibility to retreat, regroup, and attack. Perhaps the most impressive part of the spell and how it functions for the Paladin class is how it can be stacked with other effects; a Paladin can hit with Branding Smite and expend spell slots for their standard Smite attack to deal even more radiant damage in a single blow.

4Mirror Image
Illusion Spell For Bards, Sorcerers, Warlocks, Or Wizards
Another defensive spell that can be extended for use in an all-out attack isMirror Image. Three reflections of the caster are summoned and will distract enemies. If any attacks are made against the character, they can roll a d20 to find out if the attack is hitting them or one of the duplicates. While duplicates vanish as soon as they are hit, the spell can serve to redirect at least three attacks - and potentially many more if the attacks against the replicas miss.
The spell does not require Concentration to keep it afloat, and so a character can advance on an enemy with the confidence that they can withstand more attacks for a full minute if their duplicates are still active. The only creatures that can see through the Illusion are those with Truesight; the slim portion of enemies that this encompasses should mean that the caster is relatively safe.

3Flame Blade
Evocation Spell For Druids Or Sorcerers
Flame Bladeis a fast bonus action cast that summons fiery weapon for up to ten minutes. The weapon attacks using a melee spell roll, so spellcasters won’t find themselves at a disadvantage in close-quarters combat. As well as giving off enough light to illuminate any cave or dungeon, the flame blade deals an impressive 3d6 damage. This is the equivalent to casting Burning Hands on one target every turn, andwith some clever multiclassing, could mean multiple flaming attacks every turn.
While fire damage can be resisted by some creatures, others are vulnerable to it, which can make Flame Blade a formidable weapon for any character. For pure damage output, Flame Blade is hard to contend with, and with access to higher level spell slots, it can be upcasted to do an extra d6 of damage for every two levels.

2Spiritual Weapon
Evocation Spell For Clerics
For Clerics, sustaining a large amount of damage output can prove difficult, especially if they have been designated as the party’s healer.Spiritual Weaponallows Clerics to make the most of every turn by dealing force damage as a bonus action every turn for a whole minute. The summoned weapon, which floats around and can be moved 20ft a turn towards any enemy, swings as a bonus action and deals 1d8 damage added to the casters spellcasting ability modifier.
The spell doesn’t need to be sustained through Concentration, and will stay up for the whole duration and act as a constant dealer of damage while the Cleric can busy themselves casting healing spells or wading into combat swinging. Upcasting with a higher level spell slot only increases the damage, making this an obvious choice for Clerics in any role.

1Misty Step
Conjuration Spell for Sorcerers, Warlocks, Or Wizards
Above all else, the action economy can rule combat inDungeons & Dragons. Being able to move further, or utilize bonus actions usefully can be crucial.Misty Stepcasts as a bonus action and, while it can seem simple, is such a powerful spell that any caster could benefit from it. It teleports the character to any unoccupied space within 30ft that they can see. While this has obvious uses as a tactical retreat spell, it can also be used to advance and attack or teleport to high ground like a rooftop.
Further than that, a captured or grappled player can blink away to safety or a falling player could appear on the ground taking no damage. The spell can be used in almost any situation effectively, with the only real limit beingthe player’s imagination. It could even be added to a dash action and normal move to let a character speed away at a ludicrous pace. It is an essential part of any spellcasters toolkit.