Sorcerer Spells: Difference between revisions

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(Created page with "= Sorcerer Spells = == Cantrips == {| class="wikitable" |+ Acid Splash |- | Level: Cantrip || Casting Time: 1 Action || Conjuration |- | Range: 60ft || Duration: Instant || Components: VS |} You hurl a bubble of acid. Choose one or two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw, taking 1d6 Acid Damage on a failed save. :This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11...")
 
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You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your attack rolls against the target, provided that this spell hasn't ended.
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your attack rolls against the target, provided that this spell hasn't ended.
== Level 1 ==
{| class="wikitable"
|+ Absorb Elements
|-
| Level: 1 || Casting Time: 1 Reaction || Abjuration
|-
| Range: Self || Duration: 1 Round || Components: S
|}
When you take acid, cold, fire, lightning, or thunder damage, you can cast this spell to capture some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
{| class="wikitable"
|+ Arcane Ammunition
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: Touch || Duration: Instant || Components: VSM (1GP)
|}
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 missile. On a hit, a missile deals 2d4 force damage to its target.
If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
:'''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.
{| class="wikitable"
|+ Blade Ward
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
|}
You extend your hand and trace a sigil of warding in the air. Until the end of the duration, you have Resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.
{| class="wikitable"
|+ Burning Hands
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: Self || Duration: Instant || Components: VS
|}
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 a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. 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 slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
{| class="wikitable"
|+ Catapult
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: Instant || Components: S
|}
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
{| class="wikitable"
|+ Caustic Brew
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 30ft Line || Duration: 1 Minute (Concentration) || Components: VSM (a bit of rotten food)
|}
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at 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.
{| class="wikitable"
|+ Chaos Bolt
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
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 attack’s damage type,  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 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
{| class="wikitable"
|+ Charm Person
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Hour || Components: VS
|}
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. 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 one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
{| class="wikitable"
|+ Chromatic Orb
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 90ft || Duration: Instant || Components: VSM (a diamond worth at least 50GP)
|}
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the 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.
{| class="wikitable"
|+ Cloak of Secrets
|-
| Level: 1 || Casting Time: 1 Action || Illusion
|-
| Range: Self || Duration: 1 Hour || Components: S
|}
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 for at least 1 round can attempt to make a Wisdom (Insight) against your Spell Save DC to realize 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.
{| class="wikitable"
|+ Color Spray
|-
| Level: 1 || Casting Time: 1 Action || Illusion
|-
| Range: 15ft Cone || Duration: Instant || Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue)
|}
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
{| class="wikitable"
|+ Comprehend Languages
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
|-
| Range: Self || Duration: 1 Hour || Components: VSM (a pinch of soot and salt)
|}
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.
{| class="wikitable"
|+ Darting Duplicate
|-
| Level: 1 || Casting Time: Bonus Action || Illusion
|-
| Range: Touch || Duration: Instant || Components: VS
|}
An illusory duplicate of you steps clumsily into an adjacent square, presenting a tempting target before winking out of existence.
Any creature that threatens that square must succeed at a Wisdom save or be forced to make an attack of opportunity against the image.
{| class="wikitable"
|+ Detect Magic
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
|}
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
{| class="wikitable"
|+ Distort Value
|-
| Level: 1 || Casting Time: 1 Minute || Illusion
|-
| Range: Toch || Duration: 8 Hours || Components: V
|}
You cast this spell on an object no more than 1 foot on a 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.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
{| class="wikitable"
|+ Earth Tremor
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 10ft || Duration: Instant || Components: VS
|}
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 5-foot-diameter portion 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.
{| class="wikitable"
|+ Expeditious Retreat
|-
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
|}
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
{| class="wikitable"
|+ Feather Fall
|-
| Level: 1 || Casting Time: 1 Reaction (when you or a creature within range falls) || Transmutation
|-
| Range: 60ft || Duration: 1 Minute || Components: VM (a small feather or piece of down)
|}
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
{| class="wikitable"
|+ Fog Cloud
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
|-
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS
|}
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 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 20 feet for each slot level above 1st.
{| class="wikitable"
|+ Gift of Alacrity
|-
| Level: 1 || Casting Time: 1 Minute || Divination
|-
| Range: Touch || Duration: 8 Hours || Components: VS
|}
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
{| class="wikitable"
|+ Ice Knife
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Hour || Components: SM (a drop of water or piece of ice)
|}
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. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
:'''At Higher Level.'''' When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
{| class="wikitable"
|+ Jump
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Minute || Components: VSM (a grasshopper's hind leg)
|}
You touch a creature. The creature's jump distance is tripled until the spell ends.
{| class="wikitable"
|+ Mage Armor
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 8 Hours || Components: VSM (a piece of cured leather)
|}
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
{| class="wikitable"
|+ Magic Missile
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature 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.
{| class="wikitable"
|+ Magnify Gravity
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Round || Components: VS
|}
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
:'''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.
{| class="wikitable"
|+ Ray of Sickness
|-
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration
|-
| Range: 30ft || Duration: 1 Minute || Components: VSM (a small silver mirror)
|}
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
{| class="wikitable"
|+ 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
|-
| Range: 30ft || Duration: 1 Minute || Components: VS
|}
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile or Arcane Ammunition.
{| class="wikitable"
|+ Silent Image
|-
| Level: 1 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece)
|}
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely 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 spot 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.
{| class="wikitable"
|+ Silvery Barbs
|-
| Level: 1 || Casting Time: 1 Reaction (when a creature within range succeeds on an attack roll, ability check, or saving throw) || Enchantment
|-
| Range: 60ft || Duration: Instant || Components: V
|}
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
{| class="wikitable"
|+ Sleep
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
|-
| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket)
|}
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
:'''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.
{| class="wikitable"
|+ Thunderwave
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 15ft Cube || Duration: Instant || Components: VS
|}
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
:'''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.
{| class="wikitable"
|+ Unseen Servant
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration
|-
| Range: 60ft || Duration: 1 Hour || Components: VSM (a bit of string and wood)
|}
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, and 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 15 feet 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 60 feet away from you, the spell ends.
{| class="wikitable"
|+ Witch Bolt
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning)
|}
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. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.