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CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self 1 action Self (5-foot radius) 1 action 5 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 round S, M 1 round V, M 1 round
You hurl a bubble of acid. Choose one creature You extend your hand and trace a sigil of warding a melee weapon worth at least 1 sp a weapon
within range, or choose two creatures within in the air. Until the end of your next turn, you
range that are within 5 feet of each other. A have resistance against bludgeoning, piercing, You brandish the weapon used in the spell's As part of the action used to cast this spell, you
target must succeed on a Dexterity saving throw and slashing damage dealt by weapon attacks. casting and make a melee attack with it against must make a melee attack with a weapon against
or take 1d6 acid damage.
one creature within 5 feet of you. On a hit, the one creature within the spell's range, otherwise
This spells damage increases by 1d6 when you target suffers the weapon attack's normal the spell fails. On a hit, the target suffers the
reach 5th Level (2d6), 11th level (3d6) and 17th effects and then becomes sheathed in booming attack's normal effects, and it becomes sheathed
level (4d6). energy until the start of your next turn. If the in booming energy until the start of your next
target willingly moves 5 feet or more before turn. If the target willingly moves before then, it
then, the target takes 1d8 thunder damage, and immediately takes 1d8 thunder damage, and the
the spell ends.
spell ends.
At Higher Levels. At 5th level, the melee attack This spell's damage increases when you reach
deals an extra 1d8 thunder damage to the target higher levels. At 5th level, the melee attack deals
on a hit, and the damage the target takes for an extra 1d8 thunder damage to the target, and
moving increases to 2d8. Both damage rolls the damage the target takes for moving
increase by 1d8 at 11th level (2d8 and 3d8) and increases to 2d8. Both damage rolls increase by
again at 17th level (3d8 and 4d8). 1d8 at 11th level and 17th level.
Sorcerer Conjuration cantrip Sorcerer Abjuration cantrip Sorcerer (TCE) Evocation cantrip Sorcerer (SCAG) Evocation cantrip
disadvantage on attack rolls against you until the within the cube.
for the first time on a turn or ends its turn there.
As a bonus action on your turn, you can move the
end of your next turn.
• You double or halve the area of bright light and The bonfire ignites flammable objects in its area lights up to 60 feet to a new spot within range. A
This spell's damage increases by 1d8 when you dim light cast by the flame, change its color, or that aren't being worn or carried.
light must be within 20 feet of another light
reach 5th level (2d8), 11th level (3d8), and 17th both . The change lasts for 1 hour.
The spell's damage increases by 1d8 when you created by this spell, and a light winks out if it
level (4d8). • You cause simple shapes-such as the vague reach 5th level (2d8), 11th level (3d8), and 17th exceeds the spell's range.
form of a creature, an inanimate object, or a level (4d8).
location- to appear within the flames and
animate as you like. The shapes last for 1 hour.
Sorcerer Necromancy cantrip Sorcerer (XGE) Transmutation cantrip Sorcerer (XGE) Conjuration cantrip Sorcerer Evocation cantrip
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FIRE BOLT FRIENDS FROSTBITE GREEN-FLAME BLADE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Self 1 action 60 feet 1 action Self (5-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous S, M Concentration, up to 1 V, S Instantaneous S, M Instantaneous
minute
You hurl a mote of fire at a creature or object You cause numbing frost to form on one creature a melee weapon worth at least 1 sp
within range. Make a ranged spell attack against For the duration, you have advantage on all that you can see within range. The target must
the target. On a hit, the target takes 1d10 fire Charisma checks directed at one creature of make a Constitution saving throw. On a failed You brandish the weapon used in the spell's
damage. A flammable object hit by this spell your choice that isn't hostile toward you. When save, the target takes 1d6 cold damage, and it casting and make a melee attack with it against
ignites if it isn't being worn or carried.
the spell ends, the creature realizes that you has disadvantage on the next weapon attack roll one creature within 5 feet of you. On a hit, the
This spell's damage increases by 1d10 when you used magic to influence its mood and becomes it makes before the end of its next turn.
target suffers the weapon attack's normal
reach 5th level (2d10), 11th level (3d10), and hostile toward you. A creature prone to violence The spell's damage increases by 1d6 when you effects, and you can cause green fire to leap from
17th level (4d10). might attack you. Another creature might seek reach 5th level (2d6), 11th level (3d6), and 17th the target to a different creature of your choice
retribution in other ways (at the DM's level (4d6). that you can see within 5 feet of it. The second
discretion), depending on the nature of your creature takes fire damage equal to your
interaction with it. spellcasting ability modifier.
Sorcerer Evocation cantrip Sorcerer Enchantment cantrip Sorcerer (XGE) Evocation cantrip Sorcerer (TCE) Evocation cantrip
Sorcerer (SCAG) Evocation cantrip Sorcerer (XGE) Transmutation cantrip Sorcerer (XGE) Conjuration cantrip Sorcerer Evocation cantrip
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LIGHTNING LURE LIGHTNING LURE MAGE HAND MENDING
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot radius) 1 action 15 feet 1 action 30 feet 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V Instantaneous V, S 1 minute V, S, M Instantaneous
You create a lash of lightning energy that strikes You create a lash of lightning energy that strikes A spectral, floating hand appears at a point you two lodestones
at one creature of your choice that you can see at one creature of your choice that you can see choose within range. The hand lasts for the
within 15 feet of you. The target must succeed within range. The target must succeed on a duration or until you dismiss it as an action. The This spell repairs a single break or tear in an
on a Strength saving throw or be pulled up to 10 Strength saving throw or be pulled up to 10 feet hand vanishes if it is ever more than 30 feet object you touch, such as broken chain link, two
feet in a straight line toward you and then take in a straight line toward you and then take 1d8 away from you or if you cast this spell again.
halves of a broken key, a torn clack, or a leaking
1d8 lightning damage if it is within 5 feet of you.
lightning damage if it is within 5 feet of you.
You can use your action to control the hand. You wineskin. As long as the break or tear is no larger
At Higher Levels: This spell's damage The spell's damage increases by 1d8 when you can use the hand to manipulate an object, open than 1 foot in any dimension, you mend it,
increases by 1d8 when you reach 5th level (2d8), reach 5th level (2d8), 11th level (3d8), and 17th an unlocked door or container, stow or retrieve leaving no trace of the former damage.
11th level (3d8), and 17th level (4d8). level (4d8). an item from an open container, or pour the This spell can physically repair a magic item or
contents out of a vial. You can move the hand up construct, but the spell can't restore magic to
to 30 feet each time you use it.
such an object.
The hand can't attack, activate magical items, or
carry more than 10 pounds.
Sorcerer (TCE) Evocation cantrip Sorcerer (SCAG) Evocation cantrip Sorcerer Conjuration cantrip Sorcerer Transmutation cantrip
damage and subtract 1d4 from the next saving If you create a sound, its volume can range from a
in a whisper that only you can hear.
throw it makes before the end of your next turn.
You can cast this spell through solid objects if whisper to a scream. It can be your voice, someone
you are familiar with the target and know it is
At Higher Levels: This spell's damage else's voice, a lion's roar, a beating of drums, or any
increases by 1d6 when you reach certain levels: other sound you choose. The sound continues
beyond the barrier. Magical silence, 1 foot of 5th level (2d6), 11th level (3d6), and 17th level unabated throughout the duration, or you can make
stone, 1 inch of common metal, a thin sheet of (4d6). discrete sounds at different times before the spell
lead, or 3 feet of wood blocks the spell. The spell ends.
doesn't have to follow a straight line and can If you create an image of an object - such as a chair,
travel freely around corners or through muddy footprints, or a small chest - it must be no
openings. larger than a 5-foot 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.
Sorcerer Transmutation cantrip Sorcerer Enchantment cantrip Sorcerer Illusion cantrip Sorcerer Illusion cantrip
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MOLD EARTH POISON SPRAY PRESTIDIGITATION RAY OF FROST
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 10 feet 1 action 10 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S Instantaneous V, S Up to 1 hour V, S Instantaneous
(see below)
You extend your hand toward a creature you can This spell is a minor magical trick that novice A frigid beam of blue-white light streaks toward
You choose a portion of dirt or stone that you can see see within range and project a puff of noxious spellcasters use for practice. You create one of the a creature within range. Make a ranged spell
within range and that fits within a 5-foot cube. You gas from your palm. The creature must succeed following magical effects within range.
attack against the target. On a hit, it takes 1d8
manipulate it in one of the following ways:
on a Constitution saving throw or take 1d12 • You create an instantaneous, harmless sensory cold damage, and its speed is reduced by 10 feet
• If you target an area of loose earth, you can poison damage.
effect, such as a shower of sparks, a puff of wind, faint until the start of your next turn.
instantaneously excavate it, move it along the ground, This spell's damage increases by 1d12 when you musical notes, or an odd odor.
The spell's damage increases by 1d8 when you
and deposit it up to 5 feet away. This movement reach 5th level (2d12), 11th level (3d12), and 17 • You instantaneously light or snuff out a candle, a reach 5th level (2d8), 11th level (3d8), and 17th
doesn't involve enough force to cause damage.
torch, or a small campfire.
• You cause shapes, colors, or both to appear on the level (4d12). • You instantaneously clean or soil an object no larger level (4d8).
dirt or stone, spelling out words, creating images, or than 1 cubic foot.
cause it to become difficult terrain. Alternatively, you • You make a color, a small mark, or a symbol appear
can cause the ground to become normal terrain if it is on an object or a surface for 1 hour.
at a time, and you can dismiss such an effect as an If you cast this spell multiple times, you can have up to
action. three of its non-instantaneous effects active at a time,
and you can dismiss such an effect as an action.
Sorcerer (XGE) Transmutation cantrip Sorcerer Conjuration cantrip Sorcerer Transmutation cantrip Sorcerer Evocation cantrip
change the flow of the water as you direct, up to target takes 1d8 lightning damage, and it can't increases by 1d6 when you reach 5th level (2d6), The spell's damage increases by 1d6 when you
5 feet in any direction. This movement doesn't take reactions until the start of its next turn.
11th level (3d6), and 17th level (4d6). reach 5th level (2d6), 11th level (3d6), and 17th
have enough force to cause damage.
The spell's damage increases by 1d8 when you level (4d6).
• You cause the water to form into simple shapes reach 5th level (2d8), 11th level (3d8), and 17th
and animate at your direction. This change lasts level (4d8).
for 1 hour.
Sorcerer (XGE) Transmutation cantrip Sorcerer Evocation cantrip Sorcerer (TCE) Conjuration cantrip Sorcerer (SCAG) Conjuration cantrip
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THUNDERCLAP TRUE STRIKE MIND SLIVER ABSORB ELEMENTS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 5 feet 1 action 30 feet 1 action 60 feet 1 reaction, which you take Self
when you take acid, cold,
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION fire, lightning, or thunder
S Instantaneous S Concentration, up to 1 V 1 round damage
round
You create a burst of thunderous sound that can You drive a disorienting spike of psychic energy COMPONENTS DURATION
be heard up to 100 feet away. Each creature You extend your hand and point a finger at a into the mind of one creature you can see within S 1 round
within range, other than you, must make a target in range. Your magic grants you a brief range. The target must succeed on an
Constitution saving throw or take 1d6 thunder insight into the target's defenses. On your next Intelligence saving throw or take 1d6 psychic The spell captures some of the incoming energy,
damage.
turn, you gain advantage on your first attack roll damage and subtract 1d4 from the next saving lessening its effect on you and storing it for your
The spell's damage increases by 1d6 when you against the target, provided that this spell hasn't throw it makes before the end of your next turn.
next melee attack. You have resistance to the
reach 5th level (2d6), 11th level (3d6), and 17th ended. At Higher Levels: This spell's damage triggering damage type until the start of your
level (4d6). increases by 1d6 when you reach certain levels: next turn. Also, the first time you hit with a
5th level (2d6), 11th level (3d6), and 17th level melee attack on your next turn, the target takes
(4d6). an extra 1d6 damage of the triggering type, and
the spell ends.
Sorcerer (XGE) Evocation cantrip Sorcerer Divination cantrip Sorcerer (Aberrant Mind) Enchantment cantrip Sorcerer (XGE) 1st level Abjuration
At Higher Levels: When you cast this spell strikes something, the object and what it strikes chaotic energy leaps from the target to a At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the each take 3d8 bludgeoning damage.
different creature of your choice within 30 feet using a spell slot of 2nd level or higher, you can
damage increases by 1d6 for each slot level At Higher Levels: When you cast this spell of it. Make a new attack roll against the new target one additional creature for each slot level
above 1st. using a spell slot of 2nd level or higher, the target, and make a new damage roll, which could above 1st. The creatures must be within 30 feet
maximum weight of objects that you can target cause the chaotic energy to leap again.
of each other when you target them.
with this spell increases by 5 pounds, and the A creature can be targeted only once by each
damage increases by 1d8, for each slot level casting of this spell.
Sorcerer 1st level Evocation Sorcerer (XGE) 1st level Transmutation Sorcerer (XGE) 1st level Evocation Sorcerer 1st level Enchantment
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CHROMATIC ORB COLOR SPRAY COMPREHEND LANGUAGES (RITUAL) DETECT MAGIC (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self
1 action 90 feet 1 action Self (15-foot cone) 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour
V, S, M Instantaneous V, S, M 1 round V, S Concentration, up to 10
a pinch of soot and salt minutes
a diamond worth at least 50 gp a pinch of powder or sand that is colored red, yellow, and blue
For the duration, you understand the literal For the duration, you sense the presence of
You hurl a 4-inch-diameter sphere of energy at a A dazzling array of flashing, colored light springs meaning of any spoken language that you hear. magic within 30 feet of you. If you sense magic in
creature that you can see within range. You from your hand. Roll 6d10, the total is how many You also understand any spoken language that this way, you can use your action to see a faint
choose acid, cold, fire, lightning, poison, or hit points of creatures this spell can effect. you hear. You also understand any written aura around any visible creature or object in the
thunder for the type of orb you create, and then Creatures in a 15-foot cone originating from you language that you see, but you must be touching area that bears magic, and you learn its school of
make a ranged spell attack against the target. If are affected in ascending order of their current the surface of which the words are written. It magic, if any.
the attack hits, the creature takes 3d8 damage of hit points (ignoring unconscious creatures and takes about 1 minute to read one page of text.
The spell can penetrate most barriers, but is
the type you chose.
creatures that can't see).
This spell doesn't decode secret messages in a blocked by 1 foot of stone, 1 inch of common
At Higher Levels: When you cast this spell Starting with the creature that has the lowest text or glyph, such as an arcane sigil, that isn't metal, a thin sheet of lead, or 3 feet of wood or
using a spell slot of 2nd level or higher, the current hit points, each creature affected by this part of a written language. dirt.
damage increases by 1d8 for each slot level spell is blinded until the spell ends. Subtract each
above 1st. 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 the
creature to be affected.
Sorcerer 1st level Evocation Sorcerer 1st level Illusion Sorcerer 1st level Divination Sorcerer 1st level Divination
change your body type, so you must adopt a form that earth or stone, it becomes difficult terrain until At Higher Levels: When you cast this spell
has the same basic arrangement of limbs. Otherwise, cleared, with each 5-foot-diameter portion using a spell slot of 2nd level or higher, you gain 5
the extent of the illusion is up to you.
requiring at least 1 minute to clear by hand.
additional temporary hit points for each slot
The changes wrought by this spell fail to hold up to level above 1st.
physical inspection. For example, if you use this spell At Higher Levels: When you cast this spell
to add a hat to your outfit, objects pass through the using a spell slot of 2nd level or higher, the
hat, and anyone who touches it would feel nothing or damage increases by 1d6 for each slot level
would feel your head and hair. If you use this spell to above 1st.
appear thinner than you are, the hand of someone
who reaches out to touch you would bump into you
while it was seemingly still in midair.
Sorcerer 1st level Illusion Sorcerer (XGE) 1st level Evocation Sorcerer 1st level Transmutation Sorcerer 1st level Necromancy
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FEATHER FALL FOG CLOUD ICE KNIFE JUMP
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction 60 feet 1 action 120 feet 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 minute V, S Concentration, up to 1 S, M Instantaneous V, S, M 1 minute
hour
a white feather or the heart of a hen a drop of water or piece of ice a grasshopper's hind leg
You create a 20-foot-radius sphere of fog
Reaction - When you or a creature within 60 feet centered on a point within range. The sphere You create a shard of ice and fling it at one You touch a creature. The creature's jump
of you falls Choose up to five falling creatures spreads around corners, and its area is heavily creature within range. Make a ranged spell distance is tripled until the spell ends.
within range. A falling creature's rate of descent obscured. It lasts for the duration or until a wind attack against the target. On a hit, the target
slows to 60 feet per round until the spell ends. If of moderate or greater speed (at least 10 miles takes 1d10 piercing damage. Hit or miss, the
the creature lands before the spell ends, it takes per hour) disperses it.
shard then explodes. The target and each
no falling damage and can land on its feet, and At Higher Levels: When you cast this spell creature within 5 feet of it must succeed on a
the spell ends for that creature. using a spell slot of 2nd level or higher, the radius Dexterity saving throw or take 2d6 cold damage.
of the fog increases by 20 feet for each slot level At Higher Levels: When you cast this spell
above 1st. using aspell slot of 2nd level or higher, the cold
damage increases by 1d6 for each slot level
above 1st.
Sorcerer 1st level Transmutation Sorcerer 1st level Conjuration Sorcerer (XGE) 1st level Conjuration Sorcerer 1st level Transmutation
ends it if the target dons armor or if you dismiss At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
the spell as an action. using a spell slot of 2nd level or higher, the spell using a spell slot of 2nd level or higher, the
creates one more dart for each slot above 1st. damage increases by 1d8 for each slot level
above 1st.
Sorcerer 1st level Abjuration Sorcerer 1st level Evocation Sorcerer 1st level Necromancy Sorcerer 1st level Abjuration
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SILENT IMAGE SLEEP TASHA'S CAUSTIC BREW THUNDERWAVE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 90 feet 1 action Self (30-foot line) 1 action Self (15-foot cube)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M 1 minute V, S, M Concentration, up to 1 V, S Instantaneous
minute minute
a pinch of find sand, rose petals, or a cricket A wave of thunderous force sweeps out from
a bit of fleece a bit of rotten food you. Each creature in a 15-foot cube originating
This spell sends creatures into a magical slumber. Roll
You create the image of an object, a creature, or some 5d8, the total is how many hit points of creatures this A stream of acid emanates from you in a line 30 from you must make a Constitution saving
other visible phenomenon that is no larger than a 15- spell can affect. Creatures within 20 feet of a point feet long and 5 feet wide in a direction you throw. On a failed save, a creature takes 2d8
foot cube. The image appears at a spot within range you choose within range are affected in ascending choose. Each creature in the line must succeed thunder damage and is pushed 10 feet away
and lasts for the duration. The image is purely visual, it order of their current hit points (ignoring unconscious on a Dexterity saving throw or be covered in acid from you. On a successful save, the creature
isn't accompanied by sound, smell, or other sensory creatures).
for the spell's duration or until a creature uses its takes half as much damage and isn't pushed.
effects.
Starting with the creature that has the lowest current action to scrape or wash the acid off itself or In addition, unsecured objects that are
You can use your action to cause the image to move to hit points, each creature affected by this spell falls another creature. A creature covered in the acid completely within the area of effect are
any spot within range. As the image changes location, unconscious until the spell ends, the sleeper takes takes 2d4 acid damage at start of each of its automatically pushed 10 feet away from you by
you can alter its appearance so that its movements damage, or someone uses an action to shake or slap the spell's effect, and the spell emits a
appear natural for the image. For example, if you the sleeper awake. Subtract each creature's hit points turns.
At Higher Levels: When you cast this spell thunderous boom audible out to 300 feet.
create an image of a creature and move it, you can from the total before moving on to the creature with At Higher Levels: When you cast this spell
alter the image so that it appears to be walking.
the next lowest hit points. A creature's hit points must using a spell slot 2nd level or higher, the damage
increases by 2d4 for each slot level above 1st. using a spell slot of 2nd level or higher, the
Physical interaction with the image reveals it to be an be equal to or less than the remaining total for that damage increases by 1d8 for each slot level
illusion, because things can pass through it. A creature creature to be affected.
above 1st.
that uses its action to examine the image can Undead and creatures immune to being charmed
determine that it is an illusion with a successful aren't affected by this spell.
Intelligence (Investigation) check against your spell At Higher Levels: When you cast this spell using a
save DC. If a creature discerns the illusion for what it spell slot of 2nd level or higher, roll an additional 2d8
is, the creature can see through the image. for each slot level above 1st.
Sorcerer 1st level Illusion Sorcerer 1st level Enchantment Sorcerer (TCE) 1st-level evocation Sorcerer 1st level Evocation
1d12 lightning damage to the target A mental alarm alerts you with a ping in your
automatically. The spell ends if you use your damage increases by 1d6 for each slot level have to move away. A deafened creature
above 1st. automatically succeeds on the save.
mind if you are within 1 mile of the warded area.
action to do anything else. The spell also ends if This ping awakens you if you are sleeping.
the target is ever outside the spell's range or if it An audible alarm produces the sound of a hand
has total cover from you.
At Higher Levels: When you cast this spell bell for 10 seconds within 60 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the
using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level
damage increases by 1d12 for each slot level above 1st.
above 1st.
Sorcerer 1st level Evocation Sorcerer (Aberrant Mind) 1st level Conjuration Sorcerer (Aberrant Mind) 1st level Enchantment Sorcerer (Clockwork Soul) 1st level Abjuration
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PROTECTION FROM EVIL AND GOOD GREASE AGANAZZAR'S SCORCHER ALTER SELF [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch
1 action 60 feet 1 action 30 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10
minutes V, S, M 1 minute V, S, M Instantaneous V, S Concentration, up to 1
hour
holy water or powdered silver and iron, which the spell consumes a bit of pork rind or butter a red dragon's scale
You assume a different form. When you cast the spell,
Until the spell ends, one willing creature you Slick grease covers the ground in a 10-foot A line of roaring flame 30 feet long and 5 feet choose one of the following options, the effects of
touch is protected against certain types of square centered on a point within range and wide emanates from you in a direction you which last for the duration of the spell. While the spell
creatures - aberrations, celestials, elementals, turns it into difficult terrain for the duration.
choose. Each creature in the line must make a lasts, you can end one option as an action to gain the
fey, fiends, and undead.
When the grease appears, each creature Dexterity saving throw. A creature takes 3d8 fire benefits of a different one.
The protection grants several benefits. standing in its area must succeed on a Dexterity damage on a failed save, or half as much damage Aquatic Adaptation: You adapt your body to an
Creatures of those types have disadvantage on saving throw or fall prone. A creature that enters on a successful one.
aquatic environment, sprouting gills, and growing
attack rolls against the target. The target also the area or ends its turn there must also succeed At Higher Levels: When you cast this spell webbing between your fingers. You can breathe
on a Dexterity saving throw or fall prone. using a spell slot of 3rd level or higher, the underwater and gain a swimming speed equal to your
can't be charmed, frightened, or possessed by walking speed.
them. If the target is already charmed, damage increases by 1d8 for each slot level
above 2nd. Change Appearance: You transform your
frightened, or possessed by such a creature, the appearance. You decide what you look like, including
target has advantage on any new saving throw your height, weight, facial features, sound of your
against the relevant effect. voice, hair length, coloration, and distinguishing
characteristics, if any. You can make yourself appear as
a member of another race, though none of your
statistics change. You also don't appear as a creature
of a different size than you, and your basic shape stays
the same, if you're bipedal, you can't use this spell to
become quadrupedal, for instance. At any time for the
duration of the spell, you can use your action to
change your appearance in this way again.
Sorcerer 2nd level Transmutation Sorcerer 2nd level Necromancy Sorcerer 2nd level Illusion Sorcerer 2nd level Conjuration
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CROWN OF MADNESS DARKNESS DARKVISION DETECT THOUGHTS [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, M Concentration, up to 10 V, S, M 8 hours V, S, M Concentration, up to 1
minute minutes minute
either a pinch of dried carrot or an agate
One humanoid of your choice that you can see bat fur and a drop of pitch or piece of coal a copper piece
within range must succeed on a Wisdom saving You touch a willing creature to grant it the ability
throw or become charmed by you for the Magical darkness spreads from a point you to see in the dark. For the duration, that creature For the duration, you can read the thoughts of certain
duration. While the target is charmed in this way, choose within range to fill a 15-foot radius has darkvision out to a range of 60 feet. creatures. When you cast the spell and as your action
sphere for the duration. The darkness spreads on each turn until the spell ends, you can focus your
a twisted crown of jagged iron appears on its mind on any one creature that you can see within 30
head, and a madness glows in its eyes.
around corners. A creature with darkvision can't
see through this darkness, and nonmagical light feet of you. If the creature you choose has an
The charmed target must use its action before can't illuminate it.
Intelligence of 3 or lower or doesn't speak any
moving on each of its turns to make a melee language, the creature is unaffected.
attack against a creature other than itself that If the point you choose is on an object you are You initially learn the surface thoughts of the creature
you mentally choose. The target can act normally holding or one that isn't being worn or carried, - what is most on its mind in that moment. As an
on its turn if you choose no creature or if none the darkness emanates from the object and action, you can either shift your attention to another
are within its reach.
moves with it. Completely covering the source of creature's thoughts or attempt to probe deeper into
On your subsequent turns, you must use your the darkness with an opaque object, such as a the same creature's mind. If you probe deeper, the
action to maintain control over the target, or the bowl or a helm, blocks the darkness.
target must make a Wisdom saving throw. If it fails,
spell ends. Also, the target can make a Wisdom If any of this spell's area overlaps with an area of you gain insight into its reasoning (if any), its
saving throw at the end of each of its turns. On a light created by a spell of or lower, the spell that emotional state, and something that looms large in its
success, the spell ends. created the light is dispelled. mind (such as something it worries over, loves, or
hates). If it succeeds, the spell ends. Either way, the
target knows that you are probing into its mind, and
unless you shift your attention to another creature's
thoughts, the creature can use its action on its turn to
Sorcerer 2nd level Enchantment Sorcerer 2nd level Evocation Sorcerer 2nd level Transmutation Sorcerer 2nd level Divination
Once you detect the presence of a creature in At Higher Levels: When you cast this spell using a
this way, you can read its thoughts for the rest of spell slot of 3rd level or higher, the damage increases
the duration as described above, even if you by 1d8 for each slot level above 2nd.
can't see it, but it must still be within range.
Sorcerer 2nd level Divination Sorcerer (XGE) 2nd level Transmutation Sorcerer (XGE) 2nd level Conjuration Sorcerer (XGE) 2nd level Transmutation
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ENHANCE ABILITY ENLARGE/REDUCE [1/2] ENLARGE/REDUCE [2/2] GUST OF WIND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action 30 feet 1 action Self (60-foot line)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour minute minute minute
fur or a feather from a beast a pinch of powdered iron a pinch of powdered iron a legume seed
You touch a creature and bestow upon it a magical You cause a creature or an object you can see within target's size is halved in all dimensions, and its A line of strong wind 60 feet long and 10 feet
enhancement. Choose one of the following effects - range to grow larger or smaller for the duration. weight is reduced to one-eighth of normal. This wide blasts from you in a direction you choose
the target gains the effect until the spell ends.
Choose either a creature or an object that is neither reduction decreases its size by one category - for the spell's duration. Each creature that starts
Bear's Endurance: The target has advantage on worn nor carried. If the target is unwilling, it can make from Medium to Small, for example. Until the its turn in the line must succeed on a Strength
Constitution checks. It also gains 2d6 temporary hit a Constitution saving throw. On a success, the spell spell ends, the target also has disadvantage on saving throw or be pushed 15 feet away from
points, which are lost when the spell ends.
has no effect.
Strength checks and Strength saving throws. The you in a direction following the line.
Bull's Strength: The target has advantage on If the target is a creature, everything it is wearing and target's weapons also shrink to match its new Any creature in the line must spend 2 feet of
Strength checks, and his or her carrying capacity carrying changes size with it. Any item dropped by an size. While these weapons are reduced, the movement for every 1 foot it moves when
doubles.
affected creature returns to normal size at once.
Cat's Grace: The target has advantage on Dexterity Enlarge. The target's size doubles in all dimensions, target's attacks with them deal 1d4 less damage moving closer to you.
checks. It also doesn't take damage from falling 20 and its weight is multiplied by eight. This growth (this can't reduce the damage below 1). The gust disperses gas or vapor, and it
feet or less if it isn't incapacitated.
increases its size by one category - from Medium to extinguishes candles, torches, and similar
Eagle's Splendor: The target has advantage on Large, for example. If there isn't enough room for the unprotected flames in the area. It causes
Charisma checks.
target to double its size, the creature or object attains protected flames, such as those of lanterns, to
Fox's Cunning: The target has advantage on the maximum possible size in the space available. Until dance wildly and has a 50 percent chance to
Intelligence checks.
the spell ends, the target also has advantage on extinguish them.
Owl's Wisdom: The target has advantage on Strength checks and Strength saving throws. The As a bonus action on each of your turns before
Wisdom checks.
target's weapons also grow to match its new size. the spell ends, you can change the direction in
At Higher Levels: When you cast this spell using a While these weapons are enlarged, the target's attack which the line blasts from you.
spell slot of 3rd level or higher, you can target one with them deal 1d4 extra damage.
additional creature for each slot level above 2nd. Reduce. The
Sorcerer 2nd level Transmutation Sorcerer 2nd level Transmutation Sorcerer 2nd level Transmutation Sorcerer 2nd level Evocation
target on additional humanoid for each slot level above 2nd. arcane lock, that spell is suppressed for 10 The target can move only by pushing or pulling
above 2nd. The humanoids must be within 30 minutes, during which time the target can be against a fixed object or surface within reach
feet of each other when you target them. opened and shut normally.
(such as a wall or a ceiling), which allows it to
When you cast the spell, a loud knock, audible move as if it were climbing. You can change the
from as far away as 300 feet, emanates from the target's altitude by up to 20 feet in either
target object. direction on your turn. If you are the target, you
can move up or down as part of your move.
Otherwise, you can use your action to move the
target, which must remain within the spell's
range.
Sorcerer 2nd level Enchantment Sorcerer 2nd level Illusion Sorcerer 2nd level Transmutation Sorcerer 2nd level Transmutation
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MAXIMILIAN'S EARTHEN GRASP MIND SPIKE MIRROR IMAGE MISTY STEP
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet
1 action 60 feet 1 action Self 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1
minute S Concentration, up to 1 V, S 1 minute V Instantaneous
hour
a miniature hand sculpted from clay Three illusory duplicates of yourself appear in your Briefly surrounded by silvery mist, you teleport
You reach into the mind of one creature you can space. Until the spell ends, the duplicates move with up to 30 feet to an unoccupied space that you
You choose a 5-foot-square unoccupied space on the see within range. The target must make a you and mimic your actions, shifting position so it's can see.
ground that you can see within range. A Medium hand Wisdom saving throw, taking 3d8 psychic impossible to track which image is real. You can use
made from compacted soil rises there and reaches for damage on a failed save, or half as much damage your action to dismiss the illusory duplicates.
one creature you can see within 5 feet of it. The target on a successful one. On a failed save, you also Each time a creature targets you with an attack during
must make a Strength saving throw. On a failed save, always know the target's location until the spell the spell's duration, roll a d20 to determine whether
the target takes 2d6 bludgeoning damage and is ends, but only while the two of you are on the the attack instead targets one of your duplicates.
failed save, or half as much damage on a successful that condition against you.
A duplicate's AC equals 10 + your Dexterity modifier.
one.
At Higher Levels: When you cast this spell If an attack hits a duplicate, the duplicate is destroyed.
To break out, the restrained target can use its action using a spell slot of 3rd level or higher, the A duplicate can be destroyed only by an attack that
to make a Strength check against your spell save DC. damage increases by 1d6 for each slot level hits it. It ignores all other damage and effects. The
On a success, the target escapes and is no longer above 2nd. spell ends when all three duplicates are destroyed.
Sorcerer (XGE) 2nd level Transmutation Sorcerer (XGE) 2nd level Divination Sorcerer 2nd level Illusion Sorcerer 2nd level Conjuration
creature that you can see within range. The target exists and comes up with some other explanation and you create either fireworks or smoke when Make a ranged spell attack for each ray. On a hit,
must make an Intelligence saving throw. On a failed for its fall - it was pushed, it slipped, or a strong you do so.
the target takes 2d6 fire damage.
save, you create a phantasmal object, creature, or wind might have knocked it off.
Fireworks: The target explodes with a dazzling At Higher Levels: When you cast this spell
other visible phenomenon of your choice that is no An affected target is so convinced of the display of colors. Each creature within 10 feet of using a spell slot of 3rd level or higher, you create
larger than a 10-foot cube and that is perceivable only phantasm's reality that it can even take damage the target must succeed on a Constitution saving one additional ray for each slot level above 2nd.
to the target for the duration. This spell has no effect from the illusion. A phantasm created to appear
on undead or constructs.
throw or become blinded until the end of your
The phantasm includes sound, temperature, and other as a creature can attack the target. Similarly, a next turn.
Sorcerer 2nd level Illusion Sorcerer 2nd level Illusion Sorcerer (XGE) 2nd level Transmutation Sorcerer 2nd level Evocation
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SEE INVISIBILITY SHADOW BLADE SHATTER SNILLOC'S SNOWBALL SWARM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet
1 action Self 1 bonus action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous
V, S, M 1 hour V, S Concentration, up to 1 V, S, M Instantaneous
minute a piece of ice or a small white rock chip
A pinch of Talc and a small sprinkling of powdered silver a chip of mica
You weave together threads of shadow to create a A flurry of magic snowballs erupts from a point
For the duration, you see invisible creatures and sword of solidified gloom in your hand. This magic A sudden loud ringing noise, painfully intense, you choose within range. Each creature in a 5-
objects as if they were visible, and you can see sword lasts until the spell ends. It counts as a simple erupts from a point of your choice within range. foot-radius sphere centered on that point must
into the Ethereal Plane. Ethereal creatures and melee weapon with which you are proficient. It deals Each creature in a 10-foot-radius sphere make a Dexterity saving throw. A creature takes
objects appear ghostly and translucent. 2d8 psychic damage on a hit and has the finesse, light, centered on that point must make a Constitution 3d6 cold damage on a failed save, or half as much
and thrown properties (range 20/60). In addition, saving throw. A creature takes 3d8 thunder damage on a successful one.
when you use the sword to attack a target that is in damage on a failed save, or half as much damage
dim light or darkness, you make the attack roll with on a successful one. A creature made of
At Higher Levels: When you cast this spell
advantage.
using a spell slot of 3rd level or higher, the
inorganic material such as stone, crystal, or damage increases by 1d6 for each slot level
If you drop the weapon or throw it, it dissipates at the metal has disadvantage on this saving throw.
end of the turn. Thereafter, while the spell persists, above 2nd.
A nonmagical object that isn't being worn or
you can use a bonus action to cause the sword to carried also takes the damage if it's in the spell's
reappear in your hand.
area.
At Higher Levels: When you cast this spell using a At Higher Levels: When you cast this spell
3rd- or 4th-level spell slot, the damage increases to
3d8. When you cast it using a 5th- or 6th-level spell using a spell slot of or higher, the damage
slot, the damage increases to 4d8. When you cast it increases by 1d8 for each slot level above 2nd.
using a spell slot of 7th level or higher, the damage
increases to 5d8.
Sorcerer 2nd level Divination Sorcerer (XGE) 2nd level Illusion Sorcerer 2nd level Evocation Sorcerer (XGE) 2nd level Evocation
Sorcerer 2nd level Transmutation Sorcerer 2nd level Enchantment Sorcerer 2nd level Enchantment Sorcerer 2nd-level enchantment
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WARDING WIND WEB CALM EMOTIONS DETECT THOUGHTS [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 60 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 10 V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S, M Concentration, up to 1
minutes hour minute minute
A strong wind (20 miles per hour) blows around a bit of spider web You attempt to suppress strong emotions in a A copper piece
you in a 10-foot radius and moves with you, You conjure a mass of thick, sticky webbing at a point group of people. Each humanoid in a 20-foot- For the duration, you can read the thoughts of certain
remaining centered on you. The wind lasts for of your choice within range. The webs fill a 20-foot radius sphere centered on a point you choose creatures. When you cast the spell and as your action
the spell's duration.
cube from that point for the duration. The webs are within range must make a Charisma saving on each turn until the spell ends, you can focus your
The wind has the following effects:
difficult terrain and lightly obscure their area.
throw a creature can choose to fail this saving mind on any 1 creature that you can see within 30 feet
• It deafens you and other creatures in its area.
If the webs aren't anchored between two solid masses throw if it wishes. If a creature fails its saving of you. If the creature you choose has an Intelligence
• It extinguishes unprotected flames in its area (such as walls or trees) or layered across a floor, wall, throw, choose 1 of the following 2 effects.
of 3 or lower or doesn't speak any language, the
that are torch-sized or smaller.
or ceiling, the conjured web collapses on itself, and the You can suppress any effect causing a target to creature is unaffected.
• It hedges out vapor, gas, and fog that can be spell ends at the start of your next turn. Webs layered be charmed or frightened. When this spell ends, You initially learn the surface thoughts of the creature
dispersed by strong wind.
over a flat surface have a depth of 5 feet.
any suppressed effect resumes, provided that its - what is most on its mind in that moment. As an
• The area is difficult terrain for creatures other Each creature that starts its turn in the webs or that duration has not expired in the meantime.
action, you can either shift your attention to another
than you.
enters them during its turn must make a Dexterity Alternatively, you can make a target indifferent creature's thoughts or attempt to probe deeper into
• The attack rolls of ranged weapon attacks have saving throw. On a failed save, the creature is about creatures of your choice that it is hostile the same creature's mind. If you probe deeper, the
disadvantage if the attacks pass in or out of the restrained as long as it remains in the webs or until it toward. This indifference ends if the target is target must make a Wisdom saving throw. If it fails,
wind. breaks free.
attacked or harmed by a spell or if it witnesses you gain insight into its reasoning (if any), its
A creature restrained by the webs can use its actions any of its friends being harmed. When the spell emotional state, and something that looms large in its
to make a Strength check against your spell save DC. If ends, the creature becomes hostile again, unless mind (such as something it worries over, loves, or
it succeeds, it is no longer restrained.
the DM rules otherwise. hates). If it succeeds, the spell ends. Either way, the
The webs are flammable. Any 5-foot cube of webs target knows that you are probing into its mind, and
exposed to fire burns away in 1 round, dealing 2d4 fire unless you shift your attention to another creature's
damage to any creature that starts its turn in the fire. thoughts, the creature can use its action on its turn to
make
Sorcerer (XGE) 2nd level Evocation Sorcerer 2nd level Conjuration Sorcerer (Aberrant Mind) 2nd level Enchantment Sorcerer (Aberrant Mind) 2nd level Divination
part of an interrogation.
hit points increase by an additional 5 for each You can use your action to make a melee spell
You can also use this spell to detect the presence slot level above 2nd. attack with the fiery blade. On a hit, the target
of thinking creatures you can't see. When you takes 3d6 fire damage.
cast the spell or as your action during the The flaming blade sheds bright light in a 10-foot
duration, you can search for thoughts within 30 radius and dim light for an additional 10 feet.
feet of you. The spell can penetrate barriers, but At Higher Levels: When you cast this spell
2 feet of rock, 2 inches of any metal other than using a spell slot of 4th level or higher, the
lead, or a thin sheet of lead blocks you. You can't damage increases by 1d6 for every two slot
detect a creature with an Intelligence of 3 or levels above 2nd.
lower or one that doesn't speak any language.
Sorcerer (Aberrant Mind) 2nd level Divination Sorcerer (Clockwork Soul) 2nd level Abjuration Sorcerer (Clockwork Soul) 2nd level Abjuration Sorcerer (TCE) 2nd level Evocation
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FLAMING SPHERE MAGIC WEAPON
CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1
minute hour
a bit of tallow, a pinch of brimstone, and a dusting of powdered You touch a nonmagical weapon. Until the spell
iron ends, that weapon becomes a magic weapon
A 5-foot-diameter sphere of fire appears in an with a +1 bonus to attack rolls and damage rolls.
unoccupied space of your choice within range and At Higher Levels: When you cast this spell
lasts for the duration. Any creature that ends its turn using a spell slot of 4th level or higher, the bonus
within 5 feet of the sphere must make a Dexterity increases to +2. When you use a spell slot of 6th
saving throw. The creature takes 2d6 fire damage on a level or higher, the bonus increases to +3.
failed save, or half as much damage on a successful
one.
Sorcerer (TCE) 2nd level Conjuration Sorcerer (TCE) 2nd level Transmutation
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