Sorcerer Spells: Difference between revisions

 
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| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Sorcerer, Warlock, Wizard
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Sorcerer, Warlock, Wizard
|-
|-
| Range: Touch || Duration: Instant || Components: VS || Arcane
| Range: Touch || Duration: Until Dispelled (Concentration) || Components: VS || Arcane
|}
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You touch a work with writing, such as a book, scroll, or parchment, and you touch a medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This Spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the Spell ends. The Spell does not translate the copied writing, it remains in the language it was copied from.<br>
You touch a work with writing, such as a book, scroll, or parchment, and you touch a medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This Spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the Spell ends. The Spell does not translate the copied writing, it remains in the language it was copied from.<br>
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| Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal
| Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal
|}
|}
You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.<br>
You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range that lasts until the end of your next turn. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.<br>
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).
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=== Flasbhurn ===
=== Flashburn ===
{| class="wikitable"
{| class="wikitable"
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| Range: 90ft || Duration: Instant || Components: VS || Arcane
| Range: 90ft || Duration: Instant || Components: VS || Arcane
|}
|}
You create an illusory shadow-projectile in your hand and launch it with unerring precision at a creature you can see within Range. The illusory projectile can look and sound like whatever you choose, provided it can fit in your hand. The target makes an Intelligence Saving Throw, it has Advantage on this Saving Throw if it would have Resistance to the Damage Type the projectile looks like it would deal, and it automatically succeeds the Saving Throw if it has Immunity to the Damage Type the projectile looks like it would deal. On a failed Save the target takes 1d8 Psychic Damage. The resulting wound looks and feels real, appropriate to the projectile, but all physical evidence of the attack disappears at the end of your turn. This Damage is non-lethal.<br>
You create an illusory shadow-projectile in your hand and launch it with unerring precision at a creature you can see within Range. The illusory projectile can look and sound like whatever you choose, provided it can fit in your hand. The target makes an Intelligence Saving Throw, it has Advantage on this Saving Throw if it would have Resistance to the Damage Type the projectile looks like it would deal, and it automatically succeeds the Saving Throw if it has Immunity to the Damage Type the projectile looks like it would deal. On a failed Save the target takes 1d8 Psychic Damage. The resulting wound looks and feels real, appropriate to the projectile, but all physical evidence of the attack disappears at the end of your turn. This Damage is non-lethal. The target perceives the Damage taken as a Type that would be appropriate to the illusory projectile.<br>
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
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| Range: Self || Duration: 24 Hours || Components: VS || Arcane
| Range: Self || Duration: 24 Hours || Components: VS || Arcane
|}
|}
You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only gain the benefits of this Spell once per day.<br>
You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only cast and gain the benefits of this Spell once per day.<br>
You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell.
You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell.
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| Range: 60ft || Duration: Instant || Components: VS || Arcane, Primal
| Range: 60ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
You create a loud, distracting ringing sound in the ears of a creature you can see within Range, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 1d8 Thunder Damage, and any Concentration Saving Throw made as a result of this Damage is made at Disadvantage. A creature that cannot hear automatically succeeds the Saving Throw against this Spell.<br>
You create a loud, distracting ringing sound in the ears of a creature you can see within Range, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 1d8 Thunder Damage, and any Concentration Saving Throw made as a result of this Damage is made at Disadvantage. A creature that cannot hear automatically succeeds the Saving Throw against this Spell. This Spell produces a thunderous boom that is audible out to a Range of 50ft.<br>
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
The Spell's Damage increases by 1d8 and the distance that the boom is audible to increases by 50ft when you reach 5th Level (2d8 and 100ft), 11th Level (3d8 and 150ft), and 17th Level (4d8 and 200ft).
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*You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
*You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
*You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
*You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this Spell multiple times, you can have up to three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).
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| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Arcane
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Arcane
|}
|}
Finding quickly is as good as knowing, in the eyes of the inexperienced. You speak a word or phrase aloud and touch a book, scroll, or other object covered in writing. Each instance of that word or phrase present becomes highlighted in glowing script for the duration. If used on a book, it will flip to the first page containing the subject of your search.<br>
Finding quickly is as good as knowing, in the eyes of the inexperienced. You speak a word or phrase aloud and touch a book, scroll, or other object covered in writing. Each instance of that word or phrase present becomes highlighted in glowing script for the duration. If used on a book, it will flip to the first page containing the subject of your search. If you cast this Spell during the Duration of this Spell, a book you are using the Spell on flips to the next page containing the subject of your search.<br>
The Duration of the Spell increases to 10 Minutes when you reach 5th Level, and increases by another 10 Minutes when you reach 11th Level (20 Minutes), and 17th Level (30 Minutes).
The Duration of the Spell increases to 10 Minutes when you reach 5th Level, and increases by another 10 Minutes when you reach 11th Level (20 Minutes), and 17th Level (30 Minutes).
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*You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
*You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
*You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
*You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this Spell multiple times, you can have no more than three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
If you cast this Spell multiple times, you can have no more than 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).
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| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Psion, Sorcerer, Warlock, Wizard
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Psion, Sorcerer, Warlock, Wizard
|-
|-
| Range: 5ft Still Emanation || Duration: Instant || Components: VS
| Range: 5ft Still Emanation || Duration: Instant || Components: VS || Arcane
|}
|}
You create a momentary circle of spectral blades that sweep around you. All other creatures in the Emanation make a Dexterity Saving Throw. On a failed Save, a creatures takes 1d6 Force Damage<br>
You create a momentary circle of spectral blades that sweep around you. All other creatures in the Emanation make a Dexterity Saving Throw. On a failed Save, a creatures takes 1d6 Force Damage<br>
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| Range: 60ft || Duration: Instant || Components: VS || Primal
| Range: 60ft || Duration: Instant || Components: VS || Primal
|}
|}
You launch tiny spines tipped with venom at a creature you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d4 Piercing Damage and 1d6 Poison Damage.<br>
You launch tiny spines tipped with venom at a creature you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d4 Piercing Damage and 1d4 Poison Damage.<br>
The Spell's Damage increases by 1d4 Piercing and 1d6 Poison when you reach 5th Level (2d4 and 2d6), 11th Level (3d4 and 3d6), and 17th Level (4d4 and 4d6).
The Spell's Damage increases by 1d4 Piercing and 1d6 Poison when you reach 5th Level (2d4 and 2d4), 11th Level (3d4 and 3d4), and 17th Level (4d4 and 4d4).
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== Level 1 Spells ==
=== Absorb Elements ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Reaction (when you take Acid, Cold, Fire, Lighting, or Thunder Damage) || Abjuration || Artificer, Druid, Maledictor, Seeker, Shaman, Sorcerer, Wizard
|-
| Range: Self || Duration: 1 Round || Components: S || Arcane, Primal
|}
You gain Resistance to the triggering Damage Type until the start of your next turn. The next Melee Attack you make before the end of your next turn deals an additional 1d6 Damage of the Damage Type of the Type you gained Resistance to with this Spell. The Spell then ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the extra Damage dealt increases by 1d6 for each Slot Level above 1st.
<br><br>
 
=== Arcane Ammunition ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard
|-
| Range: 120ft || Duration: Instant || Components: VSM (1GP, which the Spell's consumes) || Arcane
|}
You create three twisting, whistling, darts of magical force. Each dart targets a creature of your choice that you can see within Range. Make a Ranged Spell Attack for each dart. On a hit, a dart deals 2d4 Force Damage to the target.<br>
If you score a Crit on one of the darts, you roll an additional d4 for the Damage before doubling it. If you roll a 1 on the d20 for the Attack, all the darts miss and blow up in your face, dealing 1 Force Damage to you for each dart created by the Spell.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart, and the Material Component increases by 1GP, for each Slot Level above 1st.
<br><br>
 
=== Blade Ward ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Abjuration || Bard, Maledictor, Sorcerer, Warlock, Wizard
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS || Arcane
|}
You extend your hand and trace a sigil of warding in the air. Until the Spell ends, you have Resistance to Bludgeoning, Piercing, and Slashing Damage.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target a willing creature within 30ft of you. That creature also gains the benefits of the Spell for the Duration. You can target an additional creature in this way for every two Slot Levels above 1st.
<br><br>
 
=== Burning Hands ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Evocation || Shaman, Sorcerer, Wizard
|-
| Range: 15ft Emanated Cone || Duration: Instant || Components: VS || Arcane
|}
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in the area of the Spell makes a Dexterity Saving Throw. On a failed Save, a target takes 3d6 Fire Damage. The fire ignites any flammable objects in the area that aren't being worn or carried.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slots of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
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=== Catapult ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Wizard
|-
| Range: 60ft || Duration: Instant || Components: S || Arcane
|}
Choose one object weighing 5lbs or less within Range that isn't being worn or carried by a non-willing creature. The object flies in a Line from the object to a point of your choice within 90ft of the object. When the object reaches the point you chose it falls to the ground and it stops early if it impacts a solid object. If the object would strike a creature, that creature makes a Dexterity Saving Throw. On a failed Save, the object strikes the target and stops moving. On a successful Save the object keeps flying towards the point you chose. If the object strikes a creature or surface, the object and the thing it strikes both takes 3d8 Bludgeoning Damage.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the maximum weight of the object you can target increases by 5lbs and the Damage dealt increases by 1d8 for each Slot Level above 1st.
<br><br>
 
=== Caustic Brew ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Shaman, Sorcerer, Wizard
|-
| Range: 30x5ft Emanated Line || Duration: 1 Minute (Concentration) || Components: VSM (a bit of rotten food) || Arcane
|}
Acid streams from you in the area of the Spell. Each creature in the area makes a Dexterity Saving Throw. On a failed Save, a creature becomes covered in acid for the Spell's Duration. Any creature can use its Action to scrape or wash the acid off itself or another creature within 5ft of it to cause that creature to no longer be effected by the Spell. A creature coated in Acid takes 2d4 Acid Damage at the start of each of its turns.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 2d4 for each Slot Level above 1st.
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=== Chaos Bolt ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer
|-
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
You hurl an undulating, warbling mass of chaotic energy at one creature in Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 + 1d6 Damage. Choose one of the d8s. The number rolled on that die determines the Damage Type of the Attack, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30ft of it. Repeat the Spell Attack targeting that creature. A creature can only be affected by this Spell once for each casting.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d6 Damage when you hit on the Spell Attack.
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=== Charm Person ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Druid, Sorcerer, Warlock, Wizard
|-
| Range: 30ft || Duration: 1 Hour || Components: VS || Arcane
|}
You attempt to Charm a Humanoid you can see within Range. The target makes a Wisdom Saving Throw, however it has Advantage on the Save if your or your companions are fighting it. On a failed Save the target is Charmed by you for the Duration of the Spell. When the Spell ends, the creature knows it was Charmed by you.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature for each Slot Level above 1st.
<br><br>
 
=== Chromatic Orb ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard
|-
| Range: 90ft || Duration: Instant || Components: VSM (a diamond worth at least 50GP) || Arcane
|}
You hurl a 4 inch diameter sphere of energy at a creature that you can see within Range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder Damage. Make a Ranged Spell Attack against the target. On a hit, you deal 3d8 Damage of Type you chose.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
<br><br>
 
=== Cloak of Secrets ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Illusion || Bard, Maledictor, Sorcerer, Warlock, Wizard
|-
| Range: 5ft Still Emanation || Duration: 1 Hour || Components: S || Arcane
|}
This Spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the
conversation. The bubble also disguises lip movements to match the false conversation.<br>
Any creature listening to the conversation can use its Action to make a Wisdom (Insight) Check against your Spell Save DC. On a successful Check, the creature realizes that the apparent conversation doesn't actually make any sense. The bubble also obscures the Verbal Components of Spells cast within the area so it's impossible to identify Spells by their Verbal Components alone.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 5ft and Duration increases by 1 Hour for each Slot Level above 1st.
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=== Color Spray ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Illusion || Maledictor, Sorcerer, Wizard
|-
| Range: 15ft Emanated Cone || Duration: Instant || Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue) || Arcane
|}
A dazzling array of flashing, colored light springs from your hand. Roll 6d10, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.<br>
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creatures Blinded until the end of your next turn. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 3d10 for each Slot Level above 1st.
<br><br>
 
=== Comprehend Langauges ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination || Bard, Sorcerer, Warlock, Wizard
|-
| Range: Self || Duration: 1 Hour || Components: VSM (a pinch of soot and salt) || Arcane
|}
For the duration, you understand the literal meaning of any spoken Language that you hear. You also understand any written Language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.<br>
This Spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written Language.<br>
''' At Higher Levels.''' When you cast this Spell using a Spell Slot fo 3rd Level or higher, you understand the meaning of any Language you hear past purely the literal meaning, such as the meanings of idioms and figures of speech. When you cause this Spell using a Spell Slot of 5th Level or higher, you can understand any written Language that you can see without needing to be touching the written words.
<br><br>
 
=== Darting Duplicate ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: Bonus Action || Illusion || Artificer, Bard, Maledictor, Sorcerer, Wizard
|-
| Range: Self || Duration: Instant || Components: VS || Arcane
|}
An illusory duplicate of you steps clumsily into a space of your choir within 5ft of you, presenting a tempting target before winking out of existence.<br>
Any creature that could make any Opportunity Attack against you makes a Wisdom Saving Throw. On a failed Save, the creature makes an Opportunity Attack against the duplicate which has no effect.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you create one more duplicate that steps into a different space of your choice within 5ft of you. When you cast this Spell using a Spell Slot of 9th Level, all creatures that make a Wisdom Saving Throw against this Spell have Disadvantage on the Save.
<br><br>
 
=== Detect Magic ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Artificer, Bard, Cleric, Druid, Paladin, Maledictor, Shaman, Sorcerer, Wizard
|-
| Range: 30ft Emanation || Duration: 10 Minutes (Concentration) || Components: VS || Arcane, Divine, Primal
|}
For the Duration, you sense the presence of magic within the Emanation. If you sense magic in this way, you can use your Action to see a fain aura around any visible creature or object in the area that bears the magic, and you learn the School of Magic.<br>
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.
<br><br>
 
=== Disguise Self ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion || Artificer, Bard, Sorcerer, Wizard
|-
| Range: Self || Duration: 1 Hour || Components: VS || Arcane
|}
You make yourself--including your clothing, Armor, Weapons, and other belongings on your person--look different until the Spell ends or until you dismiss it as an Action. The limits of the Spell are as follows:
*You can only seem up to 1ft taller or 1ft shorter.
*You can't change your basic body shape and must retain your arrangement of limbs.
The changes are not physical, only illusory, and do not hold up to physical inspection. A creature can use its Action to inspect your appearance and make an Intelligence (Investigation) Check against your Spell Saving DC. On a successful Check, the creature determines you are disguised in some way magic.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, any creature that uses its Action to inspect your appearance suffers a -1 penalty to the Check for every Slot Level above 1st.
<br><br>
 
=== Distort Value ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Minute || Illusion || Bard, Maledictor, Sorcerer, Wizard, Warlock
|-
| Range: Touch || Duration: 8 Hours || Components: V || Arcane
|}
You cast this Spell on an object no more than 1ft on any side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) Check against your Spell Save DC. These illusory embellishments or blemishes last until the Spell ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd level or higher, the maximum size of the object you can target with this Spell increases by 1ft for each Slot Level above 1st.
<br><br>
 
=== Earth Tremor ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Evocation || Bard, Druid, Shaman, Sorcerer, Wizard
|-
| Range: 10ft || Duration: Instant || Components: VS || Arcane, Primal
|}
You cause a tremor in the ground within Range. Each creature other than you in that area must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d6 Bludgeoning Damage and is knocked [[Conditions#Prone|Prone]]. If the ground in that area is loose earth or stone, it becomes Difficult Terrain until cleared, with each 5ft space requiring at least 1 minute to clear by hand.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
<br><br>
 
=== Expeditious Retreat ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Sorcerer, Warlock, Wizard
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Arcane
|}
This Spell allows you to move at an incredible pace. When you cast this Spell, and as a Bonus Action on subsequent turns until the Spell ends, you can take the Dash Action.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration increases by 10 Minutes for each Slot Level above 1st.
<br><br>
 
=== False Life ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Maledictor, Shaman, Sorcerer, Wizard
|-
| Range: Self || Duration: 1 Hour || Components: VSM (a small amount of alcohol or distilled spirits) || Arcane
|}
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you gain an additional 1d4 + 4 Temporary Hit Points for each Slot Level above 1st.
<br><br>
 
=== Feather Fall ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Reaction (when you or a creature within Range falls) || Transmutation || Artificer, Bard, Maledictor, Sorcerer, Wizard
|-
| Range: 60ft || Duration: 1 Minute || Components: VM (a small feather or piece of down) || Arcane
|}
Choose up to five falling Creatures within Range. A falling Creature's rate of descent slows to 60ft per Round until the Spell ends. If the Creatures lands before the spell ends, it takes no Falling Damage and can land on its feet, and the Spell ends for that Creature.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration of this Spell increases by 1 minute for each Slot Level above 1st.
<br><br>
 
=== Fog Cloud ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Wizard
|-
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS || Arcane, Primal
|}
You create a 20ft Radius Sphere of fog centered on a point you choose within Range. The Sphere spreads around corners, and its area is Heavy Obscured. It lasts for the Duration, or until a wind of moderate or greater speed (at least 15 miles per hour) disperses it.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Radius of the fog increases by 20ft for each Slot Level above 1st.
<br><br>
 
=== Gift of Alacrity ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Minute || Divination || Bard, Cleric, Maledictor, Sorcerer, Wizard
|-
| Range: Touch || Duration: 8 Hours || Components: VS || Arcane
|}
You touch a willing creature. For the Duration, the target adds 1d8 to its Initiative Rolls.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional willing creature for each Slot Level above 1st.
<br><br>
 
=== Ice Knife ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Wizard
|-
| Range: 60ft || Duration: 1 Hour || Components: SM (a drop of water or piece of ice) || Arcane, Primal
|}
You create a shard of ice and fling it at one creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Piercing Damage, and the shard then explodes forcing the target and all creatures within 5ft of the target to make a Dexterity Saving Throw. On a failed Save, a creature takes 2d6 Cold Damage.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Piercing Damage increases by 1d10 and the Cold Damage increases by 1d6 for each Slot Level above 1st.
<br><br>
 
=== Jump ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Druid, Maledictor, Sorcerer, Wizard
|-
| Range: Touch || Duration: 1 Minute || Components: VSM (a grasshopper's hind leg) || Arcane
|}
You touch a creature. The creature's Jump distance is tripled until the Spell ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.
<br><br>
 
=== Mage Armor ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Bonus Action (Ritual) || Abjuration || Artificer, Sorcerer, Wizard
|-
| Range: Touch || Duration: 8 Hours || Components: VSM (a piece of cured leather) || Arcane
|}
You touch a willing creature, causing a protective magical force surrounds it until the Spell ends. The target's base AC becomes 13 + its Dexterity Modifier. The Spell ends if you dismiss the it as a Free Action.
<br><br>
 
=== Magic Missile ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard
|-
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within Range. Roll 1d4 + 1, each dart deals that much Damage to its target. The darts can be directed at one target or several.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart for each Slot Level above 1st.
<br><br>
 
=== Magnify Gravity ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Warlock, Wizard
|-
| Range: 60ft || Duration: 1 Round || Components: VS || Arcane
|}
The gravity in a 10ft Radius Sphere centered on a point you can see within Range increases for a moment. Each creature in the Sphere when you cast the Spell makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Force Damage and is [[Conditions#Slowed|Slowed]], or half as much Damage on a successful Save and is not [[Conditions#Slowed|Slowed]].<br>
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires creatures to use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Save, the creature is able to move the object.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
<br><br>
 
=== Ray of Sickness ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Necromancy || Shaman, Sorcerer, Wizard
|-
| Range: 60ft || Duration: Instant || Components: VS || Primal
|}
A ray of sickening greenish energy lashes out toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 Poison Damage and it makes a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Poisoned|Poisoned]] until the end of your next turn.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
<br><br>
 
=== Shield ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Reaction (when you are hit by an Attack or targeted by the [[Level 1#Magic Missile|Magic Missile]] or the [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spell) || Abjuration || Artificer, Maledictor, Sorcerer, Wizard
|-
| Range: 30ft || Duration: 1 Minute || Components: VS || Arcane
|}
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain a +5 bonus to AC, including against the triggering Attack, and you take no Damage from the [[Level 1#Magic Missile|Magic Missile]] and [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spells.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you increase the AC bonus by 1d4 for every two Slot Levels above 1st.
<br><br>
 
=== Silent Image ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Illusion || Bard, Sorcerer, Wizard
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece) || Arcane
|}
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15ft Cube. The image appears at a point of your choice within Range and lasts for the Duration. The image is only visual; it isn't accompanied by sound, smell, or other sensory effects.<br>
You can use your Action to cause the image to move to any point of your choice within Range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.<br>
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its Action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a creature discerns the illusion for what it is, the creature can see through the image.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can create an additional illusion for each Slot Level above 1st. Whenever you use an Action to move an illusion, you can move all of them.
<br><br>
 
=== Sleep ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Enchantment || Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard
|-
| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket) || Arcane
|}
This Spell sends creatures into a magical slumber in a 20ft Radius Sphere centered on a point you choice within Range. Roll 5d8, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creature falls [[Conditions#Unconscious|Unconscious]] until he Spell ends, it takes Damage, or another creature uses an Action to shake or slap it awake. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 2d8 for each Slot Level above 1st.
<br><br>
 
=== Sudden Spark ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Reaction (when you hit on a Melee Weapon Attack or are hit by a Melee Weapon Attack) || Evocation || Artificer, Maledictor, Shaman, Sorcerer, Wizard
|-
| Range: Self || Duration: Instant || Components: V || Arcane
|}
You electrify the Attacker's Weapon as it strikes it target. The effect of this Spell is determined based on whether you were hit with the triggering Attack (Defensive), or if you hit a creature with the triggering Attack (Offensive).
*'''Defensive.''' The creature that hit you with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if the Attack was made with a metal Weapon, and on a failed Save the target also drops the Weapon.
*'''Offensive.''' The creature that you hit with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if it is wearing metal Armor, and on a failed Save, it can't take Reactions until the start of your next turn.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
<br><br>
 
=== Thunderwave ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
|-
| Range: 15ft Still Emanation || Duration: Instant || Components: VS || Arcane, Primal
|}
A wave of thunderous force sweeps out from you. Each creature in the area makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Thunder Damage and is pushed 10ft away from you. On a successful Save, a creature takes half as much Damage and isn't pushed.<br>
In addition, unsecured objects in the area are pushed 10ft away from you. The Spell also emits a thunderous boom, audible out to a Range of 300ft.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
<br><br>
 
=== Unseen Servant ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration || Artificer, Bard, Druid, Sorcerer, Wizard
|-
| Range: 60ft || Duration: 1 Hour || Components: VSM (a bit of string and wood) || Arcane
|}
This Spell creates an [[Conditions#Invisible|Invisible]], mindless, shapeless, Medium force that performs simple tasks at your command until the Spell ends. The servant springs into existence in an unoccupied space on the ground within Range. It has AC 10, 1 Hit Point, a Strength of 2, and it can't Attack. If it drops to 0 Hit Points, the Spell ends.<br>
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15ft and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.<br>
If you command the servant to perform a task that would move it more than 60ft away from you, the Spell ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional servant for each Slot Level above 1st.
<br><br>
 
=== Warp Strike ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Conjuration || Bard, Sorcerer, Wizard
|-
| Range: 60ft || Duration: Instant || Components: VM (a Melee Weapon) || Arcane
|}
You brandish the Weapon as the Spell's Material Component then slash with it, warping space. Choose one creature you can see within 60ft of you. Make a Melee Weapon Attack against the target using the Weapon used as the Spell's Material Component. On a hit, the Attack deals an additional 2d6 Force Damage to the target.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 and the Range increases by 10ft for each Slot Level above 1st.
<br><br>
 
=== Witch Bolt ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning) || Primal
|}
A beam of crackling, blue energy lances out toward a creature within Range, forming a sustained arc of lightning between you and the target. Make a Ranged Spell Attack against that creature. If you miss, the Spell ends. On a hit, the target takes 2d12 Lightning Damage, and its Speed is reduced to 0 and cannot be increased until the Spell ends. For the Duration of the Spell, you can use your Action to deal 2d12 Lightning Damage to the target. If you use your Action to do anything but deal this Damage, if the target is ever more than 30ft away from you, or if the target has Total Cover from you, the Spell ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the initial Damage increases by 2d12 for each Slot Level above 1st.
<br><br>
<br><br>

Latest revision as of 22:18, 8 May 2026

Sorcerer Spells

Cantrips

Acid Splash

Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Shaman, Sorcerer, Warlock
Range: 60ft Duration: Instant Components: VS Arcane

You hurl a bubble of acid. Choose one or two creatures you can see within Range that are within 5ft of each other. A target must succeed on a Dexterity Saving Throw. On a failed Save, a target takes 1d6 Acid Damage.
This Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

Amanuensis

Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Sorcerer, Warlock, Wizard
Range: Touch Duration: Until Dispelled (Concentration) Components: VS Arcane

You touch a work with writing, such as a book, scroll, or parchment, and you touch a medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This Spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the Spell ends. The Spell does not translate the copied writing, it remains in the language it was copied from.
This rate this Spell copies words increases by 250 when you reach 5th Level (500 words per minute), 11th Level (750 words per minute), and 17th Level (1,000 words per minute).

Control Flames

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: 60ft Duration: Instant Components: S Primal

You choose nonmagical flame that you can see within Range and that fits within a 5ft Cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5ft in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the Cube.
  • You double or halve the area of Bright Light and Dim Light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).

Create Bonfire

Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: VS Arcane, Primal

You create a bonfire on the ground at a point that you can see within Range. Until the Spell ends, the magic bonfire fills a 5ft Cube. Any creature in the bonfire's space when you cast the Spell, that moves into the bonfire's space for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, the creature takes 1d8 Fire Damage.
The Bonfire ignites flammable objects in its area that aren't being worn or carried.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Dancing Lights

Level: Cantrip Casting Time: 1 Action Illusion Artificer, Bard, Sorcerer, Soul-Binder, Wizard
Range: 120ft Still Emanation Duration: 1 Minute (Concentration) Components: VSM (a bit of phosphorus or wychwood, or a glowworm) Arcane

You create up to 4 torch-sized lights within Range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely Humanoid shape up to Medium Size. The lights each shed Dim Light out to a Range of 10ft no matter what form they take.
As a Bonus Action you can move the lights up to 60ft each to a new space within the Range of the Spell. If a light is ever outside the Range of the Spell or farther than 20ft from any other light created by this Spell, that light vanishes.
The Spell creates 2 additional lights when you reach 5th Level (6 lights), 11th Level (8 lights), and 17th Level (10 lights).

Dazzle

Level: Cantrip Casting Time: 1 Action Illusion Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: 1 Round Components: VS Arcane, Primal

You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range that lasts until the end of your next turn. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).

Die, Insect!

Level: Cantrip Casting Time: 1 Action Evocation Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 30ft Duration: 1 Turn (Concentration) Components: V Arcane

You conjure a sphere of elemental flame which briefly hovers in place before flying at a nearby foe. At the end of your turn, the flame leaps at a random hostile creature within Range, that creature makes a Dexterity Saving Throw; you roll randomly to determine which enemy is affected. On a failed Save, the target takes 8 Fire Damage.
The Spell's Damage increases by 8 when you reach 5th Level (16), 11th Level (24), and 17th Level (32).

Echoing Strike

Level: Cantrip Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this Spell) Evocation Artificer, Bard, Psion, Sorcerer, Soul-Binder, Wizard
Range: 60ft Duration: Instant Components: VS Arcane

You hurl a wave of echoing energy at a creature you can see within Range, that creature makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Thunder Damage and is pushed 5ft away from you.
This Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

Firebolt

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Shaman, Sorcerer, Wizard
Range: 120ft Duration: Instant Components: VS Arcane

You hurl a mote of fire at a creature or object within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Fire Damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
The Spell's Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).

Flashburn

Level: Cantrip Casting Time: 1 Action Illusion Artificer, Bard, Psion, Sorcerer, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (a bit of magnesium phosphate) Arcane

You cause a dazzling pattern of light to appear briefly in a 5ft Cube centered on a point you choose within Range. The pattern emits Bright Light out to a Range of 15ft before immediately dissipating. A creature in the Cube and can see the pattern makes a Wisdom Saving throw. On a failed Save, the pattern is burned into its vision, causing to to subtract a d4 from the next Attack Roll or Ability Check relying on sight it makes before the Spell ends.
After this Attack or Check is made, the Spell ends on that creature and its vision returns to normal.
The size of the Cube created increases when you reach 5ft Level (10ft), 11th Level (15ft) and 17th Level (20ft)

Friends

Level: Cantrip Casting Time: 1 Action Enchantment Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: Self Duration: 1 Minute (Concentration) Components: SM (a small amount of makeup applied to the face as this Spell is cast) Arcane

For the Duration, you have Advantage on all Charisma Checks directed at one creature of your choice that isn't hostile toward you. When the Spell ends, the creature realizes that you used magic to influence its mood, potentially becoming hostile towards you. A creature prone to violence might attack you. Another creature might seek retribution in other ways, depending on the nature of your interaction with it.
You can target an additional creature with the Spell when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures)

Frostbite

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 60ft Duration: Instant Components: VS Arcane, Primal

You cause numbing frost to form on one creature that you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Cold Damage and has Disadvantage on the next Weapon Attack it makes before the end of its next turn.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

Green Flame Blade

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Seeker, Shaman, Sorcerer, Warlock, Wizard
Range: Self Duration: Instant Components: SM (a Melee Weapon) Arcane

You brandish the Weapon used in the Spell's casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5ft of it. The second creature takes Fire Damage equal to your Spellcasting Ability Modifier.
The Spell's Damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Fire Damage to the target on a hit, and the Fire Damage to the second creature increases to 1d8 + your Spellcasting Ability Modifier. Both Damage Rolls increase by 1d8 at 11th Level (2d8 and 2d8) and 17th Level (3d8 and 3d8).

Gust

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: 30ft Duration: Instant Components: VS Primal

You seize the air and compel it to create one of the following effects at a point you can see within Range:

  • One Medium or smaller creature that you choose must succeed on a Strength Saving Throw. On a failed Save the creature is pushed 5ft away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5lbs. The object is pushed up to 10ft away from you, however it isn't pushed with enough force to deal Damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

You can choose an additional effect when you reach 5th Level (2 effects), 11th Level (3 effects), and 17th Level (4 effects). You can choose an effect more than once, but the target of each effect must be different.

Hush

Level: Cantrip Casting Time: 1 Reaction (when a noise is created that you could anticipate) Illusion Bard, Psion, Seeker, Sorcerer, Wizard
Range: 30ft Duration: Instant Components: S Arcane

When you hear a creature or object within Range make noise, you can hold your finger to your lips and silence that noise for the rest of the turn.
If you can anticipate a noise, you can prevent it, such as hushing the sound of a vase you dropped before it shatters, or hushing the scream of a person you just stabbed.
If you can't anticipate a noise, you can only interupt it. For this reason, you cannot hush the first 3 words of a sentence, nor the Verbal Components of a Spell.
The Spell's Range increases by 30ft when you reach 5th Level (60ft), 11th Level (90ft), and 17th Level (120ft)

Illusion Bolt

Level: Cantrip Casting Time: 1 Action Illusion Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 90ft Duration: Instant Components: VS Arcane

You create an illusory shadow-projectile in your hand and launch it with unerring precision at a creature you can see within Range. The illusory projectile can look and sound like whatever you choose, provided it can fit in your hand. The target makes an Intelligence Saving Throw, it has Advantage on this Saving Throw if it would have Resistance to the Damage Type the projectile looks like it would deal, and it automatically succeeds the Saving Throw if it has Immunity to the Damage Type the projectile looks like it would deal. On a failed Save the target takes 1d8 Psychic Damage. The resulting wound looks and feels real, appropriate to the projectile, but all physical evidence of the attack disappears at the end of your turn. This Damage is non-lethal. The target perceives the Damage taken as a Type that would be appropriate to the illusory projectile.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Infestation

Level: Cantrip Casting Time: 1 Action Conjuration Druid, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: Instant Components: VSM (a living flea) Primal

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save the target takes 1d6 Poison Damage and is pushed 5ft in a direction of your choice.
The Spell's Damage increases by 1d6 and the distance the target is pushed increases by 5ft when you reach 5th Level (2d6 and 10ft), 11th Level (3d6 and 15ft), and 17th Level (4d6 and 20ft).

Jolt

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Cleric, Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 30ft Duration: Instant Components: VS Arcane, Primal

A fraction of the storm's power can give life, or take it. Sparks fly from your fingertips, shocking a creature within Range. If the target is Unconscious, at 0 Hit Points, and making Death Saving Throws, it has Advantage on the next Death Saving Throw it makes, and the next Ability Check made to stabilize the target also is made at Advantage. If you target a creature that has at least 1 Hit Point or is Unconscious, at 0 Hit Points, and Stable, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d8 Lightning Damage. The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Light

Level: Cantrip Casting Time: 1 Bonus Action Transmutation Artificer, Bard, Cleric, Psion, Seeker, Sorcerer, Soul-Binder, Wizard
Range: Touch Duration: 1 Hour Components: VSM (a firefly or phosphorescent moss) Arcane

You touch one object that is no larger than 10ft in any dimension. Until the Spell ends, the object sheds Bright Light out to a Range fo 20ft, and Dim Light an additional 20ft. You choose the color of the light when you cast the Spell, and completely covering the object with something opaque blocks the light. The Spell ends if you cast it again or if dismiss it as a Free Action.
If you target an object held or worn by an unwilling creature, you make a Melee Spell Attack against that creature, casting the Spell on a hit.
The Range of both the Bright Light and the Dim Light increases by 20ft when you reach 5th Level (40ft), 11th Level (60ft), and 17th Level (80ft).

Lightning Lure

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Druid, Seeker, Shaman, Sorcerer, Warlock, Wizard
Range: 15ft Duration: Instant Components: V Arcane, Primal

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft of you, that creature makes a Strength Saving Throw. On a failed Save the target is pushed 10ft towards you in a straight line and then takes 1d8 Lightning Damage. The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Lucky Number

Level: Cantrip Casting Time: 1 Action Divination Bard, Psion, Seeker, Sorcerer, Warlock
Range: Self Duration: 24 Hours Components: VS Arcane

You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only cast and gain the benefits of this Spell once per day.
You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell.

Mage Hand

Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: 1 Minute Components: VS Arcane

A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as a Free Action. The hand vanishes if it is ever more than 30ft away from you or if you cast this Spell again.
You can use your Action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30ft each time you use it. The hand can't Attack, and can only carry up to 10lbs.
The Range of this Spell and the distance the hand can be before it vanishes increases by 30ft, and the hand can lift an additional 10lbs when you reach 5th Level (60ft and 20lbs), 11th Level (90ft and 30lbs), and 17th Level (120ft and 40lbs).

Mending

Level: Cantrip Casting Time: 1 Minute Transmutation Artificer, Bard, Cleric, Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: Touch Duration: Instant Components: VSM (two lodestones) Arcane

This Spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage.
This Spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
You can also use this Spell to heal a Damaged Construct. When you do, the Construct can use its Reaction to expend a Hit Die, rolling the Hit Die and regaining a number of Hit Points equal to the result of the Hit Die + its Constitution Modifier.
The Spell can repair a break or tear that's 1ft larger in any dimension when you reach 5th Level (2ft), 11th Level (3ft), and 17th Level (4ft)

Message

Level: Cantrip Casting Time: 1 Action Enchantment Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Wizard
Range: 120ft Duration: 1 Round Components: VSM (a short copper wire) Arcane

You point your finger toward a creature within Range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this Spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood blocks the Spell. The Spell doesn't have to follow a straight line and can travel freely around corners or through openings.
The Spell can target an additional creature when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures). Each creature targeted by the Spell hears the responses from all other creatures targeted by the Spell.

Mind Sliver

Level: Cantrip Casting Time: 1 Action Enchantment Psion, Seeker, Sorcerer, Warlock, Wizard
Range: 60ft Duration: Instant Components: V Arcane

You drive a disorienting spike of psychic energy into the mind of one creature you can see within Range, the target makes an Intelligence Saving Throw. On a failed Save the target takes 1d6 Psychic Damage and subtracts 1d4 from the next Saving Throw it makes before the end of your next turn.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

Minor Illusion

Level: Cantrip Casting Time: 1 Action Illusion Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: 1 Minute Components: SM (a bit of fleece) Arcane

You create a sound or an image of an object within Range that lasts for the duration. The illusion also ends if you dismiss it as a Free Action if you cast this Spell again.
If you create a sound, its volume can Range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the Spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5ft Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its Action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
The Spell can create an additional illusion when you reach 5th Level (up to 2 illusions), 11th Level (up to 3 illusions), and 17th Level (up to 4 illusions).

Mold Earth

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: 30ft Duration: Instant Components: S Primal

You choose a portion of dirt or stone that you can see within range and that fits within a 5ft Cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5ft away. This movement doesn't have enough force to deal Damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become Difficult Terrain. Alternatively, you can cause the ground to become Normal Terrain if it is already Difficult Terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have an additional effect active at a time with this Spell when you reach 5th Level (four effects), 11th Level (five effects) and 17th Level (six effects).

Noisome Peal

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Bard, Shaman, Sorcerer, Warlock, Wizard
Range: 60ft Duration: Instant Components: VS Arcane, Primal

You create a loud, distracting ringing sound in the ears of a creature you can see within Range, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 1d8 Thunder Damage, and any Concentration Saving Throw made as a result of this Damage is made at Disadvantage. A creature that cannot hear automatically succeeds the Saving Throw against this Spell. This Spell produces a thunderous boom that is audible out to a Range of 50ft.
The Spell's Damage increases by 1d8 and the distance that the boom is audible to increases by 50ft when you reach 5th Level (2d8 and 100ft), 11th Level (3d8 and 150ft), and 17th Level (4d8 and 200ft).

Poison Spray

Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 10ft Duration: Instant Components: VS Arcane, Primal

You extend your hand toward a creature you can see within Range and project a puff of noxious gas from your palm, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d12 Poison Damage.
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).

Prestidigitation

Level: Cantrip Casting Time: 1 Action Transmutation Artificer, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 10ft Duration: 1 Hour Components: VS Arcane

This Spell is a minor magical trick that novice Spellcasters use for practice. You create one of the following magical effects within Range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than a 1ft Cube.
  • You chill, warm, or flavor up to a 1ft Cube of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).

Ray of Frost

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Seeker, Shaman, Sorcerer, Wizard
Range: 60ft Duration: Instant Components: VS Arcane

A frigid beam of blue-white light streaks toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, it takes 1d8 Cold Damage and its Speed is reduced by 10ft until the start of your next turn.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Sapping Sting

Level: Cantrip Casting Time: 1 Action Necromancy Druid, Psion, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: Instant Components: VS Primal

You sap the vitality of one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d4 Necrotic Damage and falls Prone.
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).

Seek Phrase

Level: Cantrip Casting Time: 1 Action Divination Bard, Psion, Seeker, Sorcerer, Warlock, Wizard
Range: Touch Duration: 1 Minute (Concentration) Components: VS Arcane

Finding quickly is as good as knowing, in the eyes of the inexperienced. You speak a word or phrase aloud and touch a book, scroll, or other object covered in writing. Each instance of that word or phrase present becomes highlighted in glowing script for the duration. If used on a book, it will flip to the first page containing the subject of your search. If you cast this Spell during the Duration of this Spell, a book you are using the Spell on flips to the next page containing the subject of your search.
The Duration of the Spell increases to 10 Minutes when you reach 5th Level, and increases by another 10 Minutes when you reach 11th Level (20 Minutes), and 17th Level (30 Minutes).

Shape Water

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: 30ft Duration: Instant Components: VS Arcane, Primal

You choose an area of water that you can see within Range and that fits within a 5ft Cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5ft in any direction. This movement doesn't have enough force to deal Damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this Spell multiple times, you can have no more than 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).

Shocking Grasp

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Wizard
Range: Touch Duration: 1 Minute Components: VS Arcane, Primal

Lightning springs from your hand to deliver a shock to a creature of your choice within Range. Make a Melee Spell Attack against the target. You have Advantage on the Attack Roll if the target is wearing Armor made of metal. On a hit, the target takes 1d8 Lightning Damage, and it can't take Reactions until the start of its next turn.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Shooting Star

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Cleric, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock
Range: 120ft Duration: 1 Round Components: VS Arcane, Divine

Choose a point you can see within Range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5ft of that point takes 1d12 Radiant Damage.
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).

Stone Fist

Level: Cantrip Casting Time: 1 Action Transmutation Artificer, Druid, Shaman, Sorcerer
Range: Self Duration: Instant Components: VS Primal

You draw power from the loose earth or stone beneath you to deliver a mighty punch kick, or other blow. Make a Melee Spell Attack against a creature of your choice within your Reach. On a hit, the target takes Bludgeoning Damage equal 1d4 + your Spellcasting Ability Modifier, and is pushed 10ft away from you.
You make an additional Melee Spell Attack when you reach 5th Level (two Attacks), 11th Level (three Attacks), and 17th Level (four Attacks).

Sword Burst

Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Psion, Sorcerer, Warlock, Wizard
Range: 5ft Still Emanation Duration: Instant Components: VS Arcane

You create a momentary circle of spectral blades that sweep around you. All other creatures in the Emanation make a Dexterity Saving Throw. On a failed Save, a creatures takes 1d6 Force Damage
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

True Strike

Level: Cantrip Casting Time: 1 Reaction (when a creature that you can see within Range misses on an Attack) Divination Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: Instant Components: VS Arcane

You shout words of arcane wisdom to the creature that missed on the Attack that triggered the casting of this Spell. You roll a d4 and add the result to the Attack Roll.
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the missed Attack Roll. When reach 11th Level you roll 2d4 and add the result of both dice to the missed Attack Roll. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the missed Attack Roll.

Venomous Spines

Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 60ft Duration: Instant Components: VS Primal

You launch tiny spines tipped with venom at a creature you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d4 Piercing Damage and 1d4 Poison Damage.
The Spell's Damage increases by 1d4 Piercing and 1d6 Poison when you reach 5th Level (2d4 and 2d4), 11th Level (3d4 and 3d4), and 17th Level (4d4 and 4d4).


Level 1 Spells

Absorb Elements

Level: 1 Casting Time: 1 Reaction (when you take Acid, Cold, Fire, Lighting, or Thunder Damage) Abjuration Artificer, Druid, Maledictor, Seeker, Shaman, Sorcerer, Wizard
Range: Self Duration: 1 Round Components: S Arcane, Primal

You gain Resistance to the triggering Damage Type until the start of your next turn. The next Melee Attack you make before the end of your next turn deals an additional 1d6 Damage of the Damage Type of the Type you gained Resistance to with this Spell. The Spell then ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the extra Damage dealt increases by 1d6 for each Slot Level above 1st.

Arcane Ammunition

Level: 1 Casting Time: 1 Action Evocation Sorcerer, Warlock, Wizard
Range: 120ft Duration: Instant Components: VSM (1GP, which the Spell's consumes) Arcane

You create three twisting, whistling, darts of magical force. Each dart targets a creature of your choice that you can see within Range. Make a Ranged Spell Attack for each dart. On a hit, a dart deals 2d4 Force Damage to the target.
If you score a Crit on one of the darts, you roll an additional d4 for the Damage before doubling it. If you roll a 1 on the d20 for the Attack, all the darts miss and blow up in your face, dealing 1 Force Damage to you for each dart created by the Spell.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart, and the Material Component increases by 1GP, for each Slot Level above 1st.

Blade Ward

Level: 1 Casting Time: 1 Action Abjuration Bard, Maledictor, Sorcerer, Warlock, Wizard
Range: Self Duration: 1 Minute (Concentration) Components: VS Arcane

You extend your hand and trace a sigil of warding in the air. Until the Spell ends, you have Resistance to Bludgeoning, Piercing, and Slashing Damage.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target a willing creature within 30ft of you. That creature also gains the benefits of the Spell for the Duration. You can target an additional creature in this way for every two Slot Levels above 1st.

Burning Hands

Level: 1 Casting Time: 1 Action Evocation Shaman, Sorcerer, Wizard
Range: 15ft Emanated Cone Duration: Instant Components: VS Arcane

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in the area of the Spell makes a Dexterity Saving Throw. On a failed Save, a target takes 3d6 Fire Damage. The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this Spell using a Spell Slots of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.

Catapult

Level: 1 Casting Time: 1 Action Transmutation Artificer, Sorcerer, Wizard
Range: 60ft Duration: Instant Components: S Arcane

Choose one object weighing 5lbs or less within Range that isn't being worn or carried by a non-willing creature. The object flies in a Line from the object to a point of your choice within 90ft of the object. When the object reaches the point you chose it falls to the ground and it stops early if it impacts a solid object. If the object would strike a creature, that creature makes a Dexterity Saving Throw. On a failed Save, the object strikes the target and stops moving. On a successful Save the object keeps flying towards the point you chose. If the object strikes a creature or surface, the object and the thing it strikes both takes 3d8 Bludgeoning Damage.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the maximum weight of the object you can target increases by 5lbs and the Damage dealt increases by 1d8 for each Slot Level above 1st.

Caustic Brew

Level: 1 Casting Time: 1 Action Evocation Artificer, Shaman, Sorcerer, Wizard
Range: 30x5ft Emanated Line Duration: 1 Minute (Concentration) Components: VSM (a bit of rotten food) Arcane

Acid streams from you in the area of the Spell. Each creature in the area makes a Dexterity Saving Throw. On a failed Save, a creature becomes covered in acid for the Spell's Duration. Any creature can use its Action to scrape or wash the acid off itself or another creature within 5ft of it to cause that creature to no longer be effected by the Spell. A creature coated in Acid takes 2d4 Acid Damage at the start of each of its turns.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 2d4 for each Slot Level above 1st.

Chaos Bolt

Level: 1 Casting Time: 1 Action Evocation Sorcerer
Range: 120ft Duration: Instant Components: VS Arcane

You hurl an undulating, warbling mass of chaotic energy at one creature in Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 + 1d6 Damage. Choose one of the d8s. The number rolled on that die determines the Damage Type of the Attack, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30ft of it. Repeat the Spell Attack targeting that creature. A creature can only be affected by this Spell once for each casting.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d6 Damage when you hit on the Spell Attack.

Charm Person

Level: 1 Casting Time: 1 Action Enchantment Bard, Druid, Sorcerer, Warlock, Wizard
Range: 30ft Duration: 1 Hour Components: VS Arcane

You attempt to Charm a Humanoid you can see within Range. The target makes a Wisdom Saving Throw, however it has Advantage on the Save if your or your companions are fighting it. On a failed Save the target is Charmed by you for the Duration of the Spell. When the Spell ends, the creature knows it was Charmed by you.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature for each Slot Level above 1st.

Chromatic Orb

Level: 1 Casting Time: 1 Action Evocation Sorcerer, Wizard
Range: 90ft Duration: Instant Components: VSM (a diamond worth at least 50GP) Arcane

You hurl a 4 inch diameter sphere of energy at a creature that you can see within Range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder Damage. Make a Ranged Spell Attack against the target. On a hit, you deal 3d8 Damage of Type you chose.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.

Cloak of Secrets

Level: 1 Casting Time: 1 Action Illusion Bard, Maledictor, Sorcerer, Warlock, Wizard
Range: 5ft Still Emanation Duration: 1 Hour Components: S Arcane

This Spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the conversation. The bubble also disguises lip movements to match the false conversation.
Any creature listening to the conversation can use its Action to make a Wisdom (Insight) Check against your Spell Save DC. On a successful Check, the creature realizes that the apparent conversation doesn't actually make any sense. The bubble also obscures the Verbal Components of Spells cast within the area so it's impossible to identify Spells by their Verbal Components alone.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 5ft and Duration increases by 1 Hour for each Slot Level above 1st.

Color Spray

Level: 1 Casting Time: 1 Action Illusion Maledictor, Sorcerer, Wizard
Range: 15ft Emanated Cone Duration: Instant Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue) Arcane

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creatures Blinded until the end of your next turn. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 3d10 for each Slot Level above 1st.

Comprehend Langauges

Level: 1 Casting Time: 1 Action (Ritual) Divination Bard, Sorcerer, Warlock, Wizard
Range: Self Duration: 1 Hour Components: VSM (a pinch of soot and salt) Arcane

For the duration, you understand the literal meaning of any spoken Language that you hear. You also understand any written Language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This Spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written Language.
At Higher Levels. When you cast this Spell using a Spell Slot fo 3rd Level or higher, you understand the meaning of any Language you hear past purely the literal meaning, such as the meanings of idioms and figures of speech. When you cause this Spell using a Spell Slot of 5th Level or higher, you can understand any written Language that you can see without needing to be touching the written words.

Darting Duplicate

Level: 1 Casting Time: Bonus Action Illusion Artificer, Bard, Maledictor, Sorcerer, Wizard
Range: Self Duration: Instant Components: VS Arcane

An illusory duplicate of you steps clumsily into a space of your choir within 5ft of you, presenting a tempting target before winking out of existence.
Any creature that could make any Opportunity Attack against you makes a Wisdom Saving Throw. On a failed Save, the creature makes an Opportunity Attack against the duplicate which has no effect.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you create one more duplicate that steps into a different space of your choice within 5ft of you. When you cast this Spell using a Spell Slot of 9th Level, all creatures that make a Wisdom Saving Throw against this Spell have Disadvantage on the Save.

Detect Magic

Level: 1 Casting Time: 1 Minute (Ritual) Divination Artificer, Bard, Cleric, Druid, Paladin, Maledictor, Shaman, Sorcerer, Wizard
Range: 30ft Emanation Duration: 10 Minutes (Concentration) Components: VS Arcane, Divine, Primal

For the Duration, you sense the presence of magic within the Emanation. If you sense magic in this way, you can use your Action to see a fain aura around any visible creature or object in the area that bears the magic, and you learn the School of Magic.
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.

Disguise Self

Level: 1 Casting Time: 1 Action (Ritual) Illusion Artificer, Bard, Sorcerer, Wizard
Range: Self Duration: 1 Hour Components: VS Arcane

You make yourself--including your clothing, Armor, Weapons, and other belongings on your person--look different until the Spell ends or until you dismiss it as an Action. The limits of the Spell are as follows:

  • You can only seem up to 1ft taller or 1ft shorter.
  • You can't change your basic body shape and must retain your arrangement of limbs.

The changes are not physical, only illusory, and do not hold up to physical inspection. A creature can use its Action to inspect your appearance and make an Intelligence (Investigation) Check against your Spell Saving DC. On a successful Check, the creature determines you are disguised in some way magic.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, any creature that uses its Action to inspect your appearance suffers a -1 penalty to the Check for every Slot Level above 1st.

Distort Value

Level: 1 Casting Time: 1 Minute Illusion Bard, Maledictor, Sorcerer, Wizard, Warlock
Range: Touch Duration: 8 Hours Components: V Arcane

You cast this Spell on an object no more than 1ft on any side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) Check against your Spell Save DC. These illusory embellishments or blemishes last until the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd level or higher, the maximum size of the object you can target with this Spell increases by 1ft for each Slot Level above 1st.

Earth Tremor

Level: 1 Casting Time: 1 Action Evocation Bard, Druid, Shaman, Sorcerer, Wizard
Range: 10ft Duration: Instant Components: VS Arcane, Primal

You cause a tremor in the ground within Range. Each creature other than you in that area must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d6 Bludgeoning Damage and is knocked Prone. If the ground in that area is loose earth or stone, it becomes Difficult Terrain until cleared, with each 5ft space requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd level or higher, the Damage increases by 1d6 for each Slot Level above 1st.

Expeditious Retreat

Level: 1 Casting Time: 1 Bonus Action Transmutation Artificer, Maledictor, Sorcerer, Warlock, Wizard
Range: Self Duration: 10 Minutes (Concentration) Components: VS Arcane

This Spell allows you to move at an incredible pace. When you cast this Spell, and as a Bonus Action on subsequent turns until the Spell ends, you can take the Dash Action.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration increases by 10 Minutes for each Slot Level above 1st.

False Life

Level: 1 Casting Time: 1 Action Necromancy Artificer, Maledictor, Shaman, Sorcerer, Wizard
Range: Self Duration: 1 Hour Components: VSM (a small amount of alcohol or distilled spirits) Arcane

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you gain an additional 1d4 + 4 Temporary Hit Points for each Slot Level above 1st.

Feather Fall

Level: 1 Casting Time: 1 Reaction (when you or a creature within Range falls) Transmutation Artificer, Bard, Maledictor, Sorcerer, Wizard
Range: 60ft Duration: 1 Minute Components: VM (a small feather or piece of down) Arcane

Choose up to five falling Creatures within Range. A falling Creature's rate of descent slows to 60ft per Round until the Spell ends. If the Creatures lands before the spell ends, it takes no Falling Damage and can land on its feet, and the Spell ends for that Creature.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration of this Spell increases by 1 minute for each Slot Level above 1st.

Fog Cloud

Level: 1 Casting Time: 1 Action Conjuration Druid, Shaman, Sorcerer, Wizard
Range: 120ft Duration: 1 Hour (Concentration) Components: VS Arcane, Primal

You create a 20ft Radius Sphere of fog centered on a point you choose within Range. The Sphere spreads around corners, and its area is Heavy Obscured. It lasts for the Duration, or until a wind of moderate or greater speed (at least 15 miles per hour) disperses it.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Radius of the fog increases by 20ft for each Slot Level above 1st.

Gift of Alacrity

Level: 1 Casting Time: 1 Minute Divination Bard, Cleric, Maledictor, Sorcerer, Wizard
Range: Touch Duration: 8 Hours Components: VS Arcane

You touch a willing creature. For the Duration, the target adds 1d8 to its Initiative Rolls.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional willing creature for each Slot Level above 1st.

Ice Knife

Level: 1 Casting Time: 1 Action Conjuration Druid, Shaman, Sorcerer, Wizard
Range: 60ft Duration: 1 Hour Components: SM (a drop of water or piece of ice) Arcane, Primal

You create a shard of ice and fling it at one creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Piercing Damage, and the shard then explodes forcing the target and all creatures within 5ft of the target to make a Dexterity Saving Throw. On a failed Save, a creature takes 2d6 Cold Damage.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Piercing Damage increases by 1d10 and the Cold Damage increases by 1d6 for each Slot Level above 1st.

Jump

Level: 1 Casting Time: 1 Bonus Action Transmutation Artificer, Druid, Maledictor, Sorcerer, Wizard
Range: Touch Duration: 1 Minute Components: VSM (a grasshopper's hind leg) Arcane

You touch a creature. The creature's Jump distance is tripled until the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.

Mage Armor

Level: 1 Casting Time: 1 Bonus Action (Ritual) Abjuration Artificer, Sorcerer, Wizard
Range: Touch Duration: 8 Hours Components: VSM (a piece of cured leather) Arcane

You touch a willing creature, causing a protective magical force surrounds it until the Spell ends. The target's base AC becomes 13 + its Dexterity Modifier. The Spell ends if you dismiss the it as a Free Action.

Magic Missile

Level: 1 Casting Time: 1 Action Evocation Sorcerer, Wizard
Range: 120ft Duration: Instant Components: VS Arcane

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within Range. Roll 1d4 + 1, each dart deals that much Damage to its target. The darts can be directed at one target or several.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart for each Slot Level above 1st.

Magnify Gravity

Level: 1 Casting Time: 1 Action Transmutation Artificer, Sorcerer, Warlock, Wizard
Range: 60ft Duration: 1 Round Components: VS Arcane

The gravity in a 10ft Radius Sphere centered on a point you can see within Range increases for a moment. Each creature in the Sphere when you cast the Spell makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Force Damage and is Slowed, or half as much Damage on a successful Save and is not Slowed.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires creatures to use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Save, the creature is able to move the object.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.

Ray of Sickness

Level: 1 Casting Time: 1 Action Necromancy Shaman, Sorcerer, Wizard
Range: 60ft Duration: Instant Components: VS Primal

A ray of sickening greenish energy lashes out toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 Poison Damage and it makes a Constitution Saving Throw. On a failed Save, a creature is Poisoned until the end of your next turn.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.

Shield

Level: 1 Casting Time: 1 Reaction (when you are hit by an Attack or targeted by the Magic Missile or the Arcane Ammunition Spell) Abjuration Artificer, Maledictor, Sorcerer, Wizard
Range: 30ft Duration: 1 Minute Components: VS Arcane

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain a +5 bonus to AC, including against the triggering Attack, and you take no Damage from the Magic Missile and Arcane Ammunition Spells.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you increase the AC bonus by 1d4 for every two Slot Levels above 1st.

Silent Image

Level: 1 Casting Time: 1 Action Illusion Bard, Sorcerer, Wizard
Range: 60ft Duration: 10 Minutes (Concentration) Components: VSM (a bit of fleece) Arcane

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15ft Cube. The image appears at a point of your choice within Range and lasts for the Duration. The image is only visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your Action to cause the image to move to any point of your choice within Range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its Action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can create an additional illusion for each Slot Level above 1st. Whenever you use an Action to move an illusion, you can move all of them.

Sleep

Level: 1 Casting Time: 1 Action Enchantment Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard
Range: 90ft Duration: 1 Minute Components: VSM (a pinch of fine sand, rose petals, or a cricket) Arcane

This Spell sends creatures into a magical slumber in a 20ft Radius Sphere centered on a point you choice within Range. Roll 5d8, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points. Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creature falls Unconscious until he Spell ends, it takes Damage, or another creature uses an Action to shake or slap it awake. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 2d8 for each Slot Level above 1st.

Sudden Spark

Level: 1 Casting Time: 1 Reaction (when you hit on a Melee Weapon Attack or are hit by a Melee Weapon Attack) Evocation Artificer, Maledictor, Shaman, Sorcerer, Wizard
Range: Self Duration: Instant Components: V Arcane

You electrify the Attacker's Weapon as it strikes it target. The effect of this Spell is determined based on whether you were hit with the triggering Attack (Defensive), or if you hit a creature with the triggering Attack (Offensive).

  • Defensive. The creature that hit you with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if the Attack was made with a metal Weapon, and on a failed Save the target also drops the Weapon.
  • Offensive. The creature that you hit with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if it is wearing metal Armor, and on a failed Save, it can't take Reactions until the start of your next turn.

At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.

Thunderwave

Level: 1 Casting Time: 1 Action Evocation Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
Range: 15ft Still Emanation Duration: Instant Components: VS Arcane, Primal

A wave of thunderous force sweeps out from you. Each creature in the area makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Thunder Damage and is pushed 10ft away from you. On a successful Save, a creature takes half as much Damage and isn't pushed.
In addition, unsecured objects in the area are pushed 10ft away from you. The Spell also emits a thunderous boom, audible out to a Range of 300ft.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.

Unseen Servant

Level: 1 Casting Time: 1 Action (Ritual) Conjuration Artificer, Bard, Druid, Sorcerer, Wizard
Range: 60ft Duration: 1 Hour Components: VSM (a bit of string and wood) Arcane

This Spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the Spell ends. The servant springs into existence in an unoccupied space on the ground within Range. It has AC 10, 1 Hit Point, a Strength of 2, and it can't Attack. If it drops to 0 Hit Points, the Spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15ft and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60ft away from you, the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional servant for each Slot Level above 1st.

Warp Strike

Level: 1 Casting Time: 1 Action Conjuration Bard, Sorcerer, Wizard
Range: 60ft Duration: Instant Components: VM (a Melee Weapon) Arcane

You brandish the Weapon as the Spell's Material Component then slash with it, warping space. Choose one creature you can see within 60ft of you. Make a Melee Weapon Attack against the target using the Weapon used as the Spell's Material Component. On a hit, the Attack deals an additional 2d6 Force Damage to the target.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 and the Range increases by 10ft for each Slot Level above 1st.

Witch Bolt

Level: 1 Casting Time: 1 Action Evocation Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a twig from a tree that has been struck by lightning) Primal

A beam of crackling, blue energy lances out toward a creature within Range, forming a sustained arc of lightning between you and the target. Make a Ranged Spell Attack against that creature. If you miss, the Spell ends. On a hit, the target takes 2d12 Lightning Damage, and its Speed is reduced to 0 and cannot be increased until the Spell ends. For the Duration of the Spell, you can use your Action to deal 2d12 Lightning Damage to the target. If you use your Action to do anything but deal this Damage, if the target is ever more than 30ft away from you, or if the target has Total Cover from you, the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the initial Damage increases by 2d12 for each Slot Level above 1st.