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).