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Published by ruanphablo140599, 2020-05-25 22:55:47

D&D Sorcerer spellbook card

D&D Sorcerer spellbook card

ACID SPLASH BLADE WARD BOOMING BLADE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self 1 action 5 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 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 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, 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. must make a melee attack with a weapon against
or take 1d6 acid damage. one creature within the spell's range, otherwise
This spells damage increases by 1d6 when you the spell fails. On a hit, the target suffers the
reach 5th Level (2d6), 11th level (3d6) and 17th attack's normal effects, and it becomes sheathed
level (4d6). in booming energy until the start of your next
turn. If the target willingly moves before then, it
immediately takes 1d8 thunder damage, and the
spell ends.
This spell's damage increases when you reach
higher levels. At 5th level, the melee attack deals
an extra 1d8 thunder damage to the target, and
the damage the target takes for moving
increases to 2d8. Both damage rolls increase by
1d8 at 11th level and 17th level.

Sorcerer Conjuration cantrip Sorcerer Abjuration cantrip Sorcerer (SCAG) Evocation cantrip

CHILL TOUCH CONTROL FLAMES CREATE BONFIRE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 action 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 round S Instantaneous or 1 hour V, S Concentration, up to 1

You create a ghostly, skeletal hand in the space (see below) minute
of a creature within range. Make a ranged spell
attack against the creature to assail it with the You choose nonmagical ame that you can see You create a bon re on ground that you can see
chill of the grave. On a hit, the target takes 1d8 within range and that ts within a 5-foot cube. within range. Until the spells ends, the magic
necrotic damage, and it can't regain hit points You affect it in one of the following ways: bon re lls a 5-foot cube. Any creature in the
until the start of your next turn. Until then, the • You instantaneously expand the ame 5 feet in bon re's space when you cast the spell must
hand clings to the target. one direction, provided that wood or other fuel succeed on a Dexterity saving throw or take 1d8
If you hit an undead target, it also has is present in the new location.
disadvantage on attack rolls against you until the • You instantaneously extinguish the ames re damage. A creature must also make the
end of your next turn. within the cube. saving throw when it enters the bon re's space
This spell's damage increases by 1d8 when you • You double or halve the area of bright light and for the rst time on a turn or ends its turn there.
reach 5th level (2d8), 11th level (3d8), and 17th dim light cast by the ame, change its color, or The bon re ignites ammable objects in its area
level (4d8). both . The change lasts for 1 hour. that aren't being worn or carried.
• You cause simple shapes-such as the vague The spell's damage increases by 1d8 when you
form of a creature, an inanimate object, or a reach 5th level (2d8), 11th level (3d8), and 17th
location- to appear within the ames and level (4d8).
animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have
up to three non-instantaneous effects created by
it active at a time, and you can dismiss such an
effect as an action.

Sorcerer Necromancy cantrip Sorcerer (XGE) Transmutation cantrip Sorcerer (XGE) Conjuration cantrip

DANCING LIGHTS FIRE BOLT FRIENDS

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Self

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous S, M Concentration, up to 1

minute You hurl a mote of re at a creature or object minute
within range. Make a ranged spell attack against
You create up to four torch-sized lights within the target. On a hit, the target takes 1d10 re For the duration, you have advantage on all
range, making them appear as torches, lanterns, damage. A ammable object hit by this spell Charisma checks directed at one creature of
or glowing orbs that hover in the air for the ignites if it isn't being worn or carried. your choice that isn't hostile toward you. When
duration. You can also combine the four lights This spell's damage increases by 1d10 when you the spell ends, the creature realizes that you
into one glowing vaguely humanoid form of reach 5th level (2d10), 11th level (3d10), and used magic to in uence its mood and becomes
Medium size. Whichever form you choose, each 17th level (4d10). hostile toward you. A creature prone to violence
light sheds dim light in a 10-foot radius. might attack you. Another creature might seek
As a bonus action on your turn, you can move the retribution in other ways (at the DM's
lights up to 60 feet to a new spot within range. A discretion), depending on the nature of your
light must be within 20 feet of another light interaction with it.
created by this spell, and a light winks out if it
exceeds the spell's range.

Sorcerer Evocation cantrip Sorcerer Evocation cantrip Sorcerer Enchantment cantrip
/

FROSTBITE GREEN-FLAME BLADE GUST

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 5 feet 1 action 30 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, M 1 round V, S Instantaneous

You cause numbing frost to form on one creature a weapon You seize the air and compel it to create one of
that you can see within range. The target must the following effects at a point you can see
make a Constitution saving throw. On a failed As part of the action used to cast this spell, you within range:
save, the target takes 1d6 cold damage, and it must make a melee attack with a weapon against • One Medium or smaller creature that you
has disadvantage on the next weapon attack roll one creature within the spell's range, otherwise choose must succeed on a Strength saving throw
it makes before the end of its next turn. the spell fails. On a hit, the target suffers the or be pushed up to 5 feet away from you.
The spell's damage increases by 1d6 when you attack's normal effects, and green re leaps from • You create a small blast of air capable of
reach 5th level (2d6), 11th level (3d6), and 17th the target to a different creature of your choice moving one object that is neither held nor
level (4d6). that you can see within 5 feet of it. The second carried and that weighs no more than 5 pounds.
creature takes re damage equal to your The object is pushed up to 10 feet away from
spellcasting ability modi er. you. It isn't pushed with enough force to cause
This spell's damage increases when you reach damage.
higher levels. At 5th level, the melee attack deals • You create a harm less sensory effect using air,
an extra 1d8 re damage to the target, and the such as causing leaves to rustle, wind to slam
shutters closed, or your clothing to ripple in a
re damage to the second creature increases to breeze.
1d8 + your spellcasting ability modi er. Both
damage rolls increase by 1d8 at 11th level and
17th level.

Sorcerer (XGE) Evocation cantrip Sorcerer (SCAG) Evocation cantrip Sorcerer (XGE) Transmutation cantrip

INFESTATION LIGHT LIGHTNING LURE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action 15 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, M 1 hour V Instantaneous

a living ea a re y or phosphorescent moss You create a lash of lightning energy that strikes
at one creature of your choice that you can see
You cause a cloud of mites, eas, and other You touch one object that is no larger than 10 within range. The target must succeed on a
parasites to appear momentarily on one creature feet in any dimension. Until the spell ends, the Strength saving throw or be pulled up to 10 feet
you can see within range. The target must object sheds bright light in a 20-foot radius and in a straight line toward you and then take 1d8
succeed on a Constitution saving throw, or it dim light for an additional 20 feet. The light can lightning damage if it is within 5 feet of you.
takes 1d6 poison damage and moves 5 feet in a be colored as you like. Completely covering the The spell's damage increases by 1d8 when you
random direction if it can move and its speed is object with something opaque blocks the light. reach 5th level (2d8), 11th level (3d8), and 17th
at least 5 feet. Roll a d4 for the direction: 1, The spell ends if you cast it again or dismiss it as level (4d8).
north: 2, south: 3, east: or 4, west. This an action.
movement doesn't provoke opportunity attacks, If you target an object held or worn by a hostile
and if the direction rolled is blocked, the target creature, that creature must succeed on a
doesn't move. Dexterity saving throw to avoid the spell.
The spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Sorcerer (XGE) Conjuration cantrip Sorcerer Evocation cantrip Sorcerer (SCAG) Evocation cantrip

MAGE HAND MENDING MESSAGE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 minute Touch 1 action 120 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V, S, M Instantaneous V, S, M 1 round

A spectral, oating hand appears at a point you two lodestones a short piece of copper wire
choose within range. The hand lasts for the
duration or until you dismiss it as an action. The This spell repairs a single break or tear in an You point your nger toward a creature within
hand vanishes if it is ever more than 30 feet object you touch, such as broken chain link, two range and whisper a message. The target (and
away from you or if you cast this spell again. halves of a broken key, a torn clack, or a leaking only the target) hears the message and can reply
You can use your action to control the hand. You wineskin. As long as the break or tear is no larger in a whisper that only you can hear.
can use the hand to manipulate an object, open than 1 foot in any dimension, you mend it, You can cast this spell through solid objects if
an unlocked door or container, stow or retrieve leaving no trace of the former damage. you are familiar with the target and know it is
an item from an open container, or pour the This spell can physically repair a magic item or beyond the barrier. Magical silence, 1 foot of
contents out of a vial. You can move the hand up construct, but the spell can't restore magic to stone, 1 inch of common metal, a thin sheet of
to 30 feet each time you use it. such an object. lead, or 3 feet of wood blocks the spell. The spell
The hand can't attack, activate magical items, or doesn't have to follow a straight line and can
carry more than 10 pounds. travel freely around corners or through
openings.

Sorcerer Conjuration cantrip Sorcerer Transmutation cantrip Sorcerer Transmutation cantrip
/

MINOR ILLUSION MOLD EARTH POISON SPRAY

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action 10 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M 1 minute S Instantaneous or 1 hour V, S Instantaneous

You create a sound or an image of an object within (see below) You extend your hand toward a creature you can
range that lasts for the duration. The illusion also ends see within range and project a puff of noxious
if you dismiss it as an action or cast this spell again. You choose a portion of dirt or stone that you can see gas from your palm. The creature must succeed
If you create a sound, its volume can range from a within range and that ts within a 5-foot cube. You on a Constitution saving throw or take 1d12
whisper to a scream. It can be your voice, someone manipulate it in one of the following ways: poison damage.
else's voice, a lion's roar, a beating of drums, or any • If you target an area of loose earth, you can This spell's damage increases by 1d12 when you
other sound you choose. The sound continues instantaneously excavate it, move it along the ground, reach 5th level (2d12), 11th level (3d12), and 17
unabated throughout the duration, or you can make and deposit it up to 5 feet away. This movement level (4d12).
discrete sounds at different times before the spell doesn't involve enough force to cause damage.
ends. • You cause shapes, colors, or both to appear on the
If you create an image of an object - such as a chair, dirt or stone, spelling out words, creating images, or
muddy footprints, or a small chest - it must be no shaping patterns. The changes last for 1 hour.
larger than a 5-foot cube. The image can't create • If the dirt or stone you target is on the ground, you
sound, light, smell, or any other sensory effect. cause it to become dif cult terrain. Alternatively, you
Physical interaction with the image reveals it to be an can cause the ground to become normal terrain if it is
illusion, because things can pass through it. already dif cult terrain . This change lasts for 1 hour.
If a creature uses its action to examine the sound or If you cast this spell multiple times, you can have no
image, the creature can determine that it is an illusion more than two of its non-instantaneous effects active
with a successful Intelligence (Investigation) check at a time, and you can dismiss such an effect as an
against your spell save DC. If a creature discerns the action.
illusion for what it is, the illusion becomes faint to the
creature.

Sorcerer Illusion cantrip Sorcerer (XGE) Transmutation cantrip Sorcerer Conjuration cantrip

PRESTIDIGITATION RAY OF FROST SHAPE WATER

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action 60 feet 1 action 30 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Up to 1 hour V, S Instantaneous S Instantaneous or 1 hour

This spell is a minor magical trick that novice A frigid beam of blue-white light streaks toward (see below)
spellcasters use for practice. You create one of the a creature within range. Make a ranged spell
following magical effects within range. attack against the target. On a hit, it takes 1d8 You choose an area of water that you can see
• You create an instantaneous, harmless sensory cold damage, and its speed is reduced by 10 feet within range and that ts within a 5-foot cube.
effect, such as a shower of sparks, a puff of wind, faint until the start of your next turn. You manipulate it in one of the following ways:
musical notes, or an odd odor. The spell's damage increases by 1d8 when you • You instantaneously move or otherwise
• You instantaneously light or snuff out a candle, a reach 5th level (2d8), 11th level (3d8), and 17th change the ow of the water as you direct, up to
torch, or a small camp re. level (4d8). 5 feet in any direction. This movement doesn't
• You instantaneously clean or soil an object no larger have enough force to cause damage.
than 1 cubic foot. • You cause the water to form into simple shapes
• You chill, warm, or avor up to 1 cubic foot of and animate at your direction. This change lasts
nonliving material for 1 hour. for 1 hour.
• You make a color, a small mark, or a symbol appear • You change the water's color or opacity. The
on an object or a surface for 1 hour. water must be changed in the same way
• You create a nonmagical trinket or an illusory image throughout. This change lasts for 1 hour.
that can t in your hand and that lasts until the end of • You freeze the water, provided that there are
your next turn. no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have up to If you cast this spell multiple times,you can have
three of its non-instantaneous effects active at a time, no more than two of its non-instantaneous
and you can dismiss such an effect as an action. effects active at a time, and you can dismiss such
an effect as an action.

Sorcerer Transmutation cantrip Sorcerer Evocation cantrip Sorcerer (XGE) Transmutation cantrip

SHOCKING GRASP SWORD BURST THUNDERCLAP

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 5 feet 1 action 5 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V Instantaneous S Instantaneous

Lightning springs from your hand to deliver a You create a momentary circle of spectral blades You create a burst of thunderous sound that can
shock to a creature you try to touch. Make a that sweep around you. Each creature within be heard up to 100 feet away. Each creature
melee spell attack against the target. You have range, other than you, must succeed on a within range, other than you, must make a
advantage on the attack roll if the target is Dexterity saving throw or take 1d6 force Constitution saving throw or take 1d6 thunder
wearing armor made of metal. On a hit, the damage. damage.
target takes 1d8 lightning damage, and it can't The spell's damage increases by 1d6 when you The spell's damage increases by 1d6 when you
take reactions until the start of its next turn. reach 5th level (2d6), 11th level (3d6), and 17th reach 5th level (2d6), 11th level (3d6), and 17th
The spell's damage increases by 1d8 when you level (4d6). level (4d6).
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).

Sorcerer Evocation cantrip Sorcerer (SCAG) Conjuration cantrip Sorcerer (XGE) Evocation cantrip
/

TRUE STRIKE ABSORB ELEMENTS BURNING HANDS

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 reaction, which you take Self 1 action Self (15-foot cone)
when you take acid, cold,
COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 re, lightning, or thunder V, S Instantaneous
damage
round
COMPONENTS DURATION As you hold your hands with thumbs touching
You extend your hand and point a nger at a S 1 round and ngers spread, a thin sheet of ames shoots
target in range. Your magic grants you a brief forth from your outstretched ngertips. Each
insight into the target's defenses. On your next The spell captures some of the incoming energy, creature in a 15-foot cone must make a
turn, you gain advantage on your rst attack roll lessening its effect on you and storing it for your Dexterity saving throw. A creature takes 3d6 re
against the target, provided that this spell hasn't next melee attack. You have resistance to the damage on a failed save, or half as much damage
ended. triggering damage type until the start of your on a successful one.
next turn. Also, the rst time you hit with a The re ignites any ammable objects in the area
melee attack on your next turn, the target takes that aren't being worn or carried.
an extra 1d6 damage of the triggering type, and At Higher Levels: When you cast this spell
the spell ends. using a spell slot of 2nd level or higher, the
At Higher Levels: When you cast this spell damage increases by 1d6 for each slot level
using a spell slot of 2nd level or higher, the extra above 1st.
damage increases by 1d6 for each slot level
above 1st.

Sorcerer Divination cantrip Sorcerer (XGE) 1st level Abjuration Sorcerer 1st level Evocation

CATAPULT CHAOS BOLT CHARM PERSON

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action 30 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous V, S Instantaneous V, S 1 hour

Choose one object weighing 1 to 5 pounds You hurl an undulating, warbling mass of chaotic You attempt to charm a humanoid you can see
within range that isn't being worn or carried. The energy at one creature in range. Make a ranged within range. It must make a Wisdom saving
object ies in a straight line up to 90 feet in a spell attack against the target. On a hit, the throw, and does so with advantage if you or your
direction you choose before falling to the target takes 2d8 + 1d6 damage. Choose one of companions are ghting it. If it fails the saving
ground, stopping early if it impacts against a the d8s. The number rolled on that die throw, it is charmed by you until the spell ends or
solid surface. If the object would strike a determines the attack's damage type. 1 Acid. 2 until you or your companions do anything
creature, that creature must make a Dexterity Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 harmful to it. The charmed creature regards you
saving throw. On a failed save, the object strikes Psychic. 8 Thunder. as a friendly acquaintance. When the spell ends,
the target and stops moving. When the object If you roll the same number on both d8s, the the creature knows it was charmed by you.
strikes something, the object and what it strikes chaotic energy leaps from the target to a At Higher Levels: When you cast this spell
each take 3d8 bludgeoning damage. different creature of your choice within 30 feet using a spell slot of 2nd level or higher, you can
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
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.
above 1st. 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.

Sorcerer (XGE) 1st level Transmutation Sorcerer (XGE) 1st level Evocation Sorcerer 1st level Enchantment

CHROMATIC ORB COLOR SPRAY COMPREHEND LANGUAGES (RITUAL)

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action Self (15-foot cone) 1 action Self

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 1 round V, S, M 1 hour

a diamond worth at least 50 gp a pinch of powder or sand that is colored red, yellow, a pinch of soot and salt
and blue
You hurl a 4-inch-diameter sphere of energy at a For the duration, you understand the literal
creature that you can see within range. You A dazzling array of ashing, colored light springs meaning of any spoken language that you hear.
choose acid, cold, re, lightning, poison, or from your hand. Roll 6d10, the total is how many You also understand any spoken language that
thunder for the type of orb you create, and then hit points of creatures this spell can effect. you hear. You also understand any written
make a ranged spell attack against the target. If Creatures in a 15-foot cone originating from you language that you see, but you must be touching
the attack hits, the creature takes 3d8 damage of are affected in ascending order of their current the surface of which the words are written. It
the type you chose. hit points (ignoring unconscious creatures and takes about 1 minute to read one page of text.
At Higher Levels: When you cast this spell creatures that can't see). This spell doesn't decode secret messages in a
using a spell slot of 2nd level or higher, the Starting with the creature that has the lowest text or glyph, such as an arcane sigil, that isn't
damage increases by 1d8 for each slot level current hit points, each creature affected by this part of a written language.
above 1st. spell is blinded until the spell ends. 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 the
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.

Sorcerer 1st level Evocation Sorcerer 1st level Illusion Sorcerer 1st level Divination

/

DETECT MAGIC (RITUAL) DISGUISE SELF EARTH TREMOR

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 10 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S 1 hour V, S Instantaneous

minutes You make yourself, including your clothing, armor, You cause a tremor in the ground within range.
weapons, and other belongings on your person, look Each creature other than you in that area must
For the duration, you sense the presence of different until the spell ends or until you use your make a Dexterity saving throw. On a failed save,
magic within 30 feet of you. If you sense magic in action to dismiss it. You can seem 1 foot shorter or a creature takes 1d6 bludgeoning damage and is
this way, you can use your action to see a faint taller and can appear thin, fat, or in between. You can't knocked prone. If the ground in that area is loose
aura around any visible creature or object in the change your body type, so you must adopt a form that earth or stone, it becomes dif cult terrain until
area that bears magic, and you learn its school of has the same basic arrangement of limbs. Otherwise, cleared, with each 5-foot-diameter portion
magic, if any. the extent of the illusion is up to you. requiring at least 1 minute to clear by hand.
The spell can penetrate most barriers, but is The changes wrought by this spell fail to hold up to At Higher Levels: When you cast this spell
blocked by 1 foot of stone, 1 inch of common physical inspection. For example, if you use this spell using a spell slot of 2nd level or higher, the
metal, a thin sheet of lead, or 3 feet of wood or to add a hat to your out t, objects pass through the damage increases by 1d6 for each slot level
dirt. hat, and anyone who touches it would feel nothing or above 1st.
would feel your head and hair. If you use this spell to
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.
To discern that you are disguised, a creature can use
its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against your spell save DC.

Sorcerer 1st level Divination Sorcerer 1st level Illusion Sorcerer (XGE) 1st level Evocation

EXPEDITIOUS RETREAT FALSE LIFE FEATHER FALL

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action Self 1 reaction 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M 1 hour V, M 1 minute

minutes a small amount of alcohol or distilled spirits a white feather or the heart of a hen

This spell allows you to move at an incredible Bolstering yourself with a necromantic facsimile Reaction - When you or a creature within 60 feet
pace. When you cast this spell, and then as a of life, you gain 1d4+4 temporary hit points for of you falls Choose up to ve falling creatures
bonus action on each of your turns until the spell the duration. within range. A falling creature's rate of descent
ends, you can take the Dash action. At Higher Levels: When you cast this spell slows to 60 feet per round until the spell ends. If
using a spell slot of 2nd level or higher, you gain 5 the creature lands before the spell ends, it takes
additional temporary hit points for each slot no falling damage and can land on its feet, and
level above 1st. the spell ends for that creature.

Sorcerer 1st level Transmutation Sorcerer 1st level Necromancy Sorcerer 1st level Transmutation

FOG CLOUD ICE KNIFE JUMP

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 action Touch

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 S, M Instantaneous V, S, M 1 minute

hour a drop of water or piece of ice a grasshopper's hind leg

You create a 20-foot-radius sphere of fog You create a shard of ice and ing it at one You touch a creature. The creature's jump
centered on a point within range. The sphere creature within range. Make a ranged spell distance is tripled until the spell ends.
spreads around corners, and its area is heavily attack against the target. On a hit, the target
obscured. It lasts for the duration or until a wind takes 1d10 piercing damage. Hit or miss, the
of moderate or greater speed (at least 10 miles shard then explodes. The target and each
per hour) disperses it. creature within 5 feet of it must succeed on a
At Higher Levels: When you cast this spell Dexterity saving throw or take 2d6 cold damage.
using a spell slot of 2nd level or higher, the radius At Higher Levels: When you cast this spell
of the fog increases by 20 feet for each slot level using aspell slot of 2nd level or higher, the cold
above 1st. damage increases by 1d6 for each slot level
above 1st.

Sorcerer 1st level Conjuration Sorcerer (XGE) 1st level Conjuration Sorcerer 1st level Transmutation

/

MAGE ARMOR MAGIC MISSILE RAY OF SICKNESS

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 120 feet 1 action 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S Instantaneous V, S Instantaneous

a piece of cured leather You create three glowing darts of magical force. A ray of sickening greenish energy lashes out
Each dart hits a creature of your choice that you toward a creature within range. Make a ranged
You touch a willing creature who isn't wearing can see within range. A dart deals 1d4+1 force spell attack against the target. On a hit, the
armor, and a protective magical force surrounds damage to its target. The darts all strike target takes 2d8 poison damage and must make
it until the spell ends. The target's base AC simultaneously and you can direct them to hit a Constitution saving throw. On a failed save, it is
becomes 13 + its Dexterity modi er. The spell one creature or several. also poisoned until the end of your next turn.
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

SHIELD SILENT IMAGE SLEEP

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction Self 1 action 60 feet 1 action 90 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 round V, S, M Concentration, up to 10 V, S, M 1 minute

An invisible barrier of magical force appears and minute a pinch of nd sand, rose petals, or a cricket
protects you. Until the start of your next turn,
you have a +5 bonus to AC, including against the a bit of eece This spell sends creatures into a magical slumber. Roll
triggering attack, and you take no damage from 5d8, the total is how many hit points of creatures this
magic missile. You create the image of an object, a creature, or some spell can affect. Creatures within 20 feet of a point
other visible phenomenon that is no larger than a 15- you choose within range are affected in ascending
foot cube. The image appears at a spot within range order of their current hit points (ignoring unconscious
and lasts for the duration. The image is purely visual, it creatures).
isn't accompanied by sound, smell, or other sensory Starting with the creature that has the lowest current
effects. hit points, each creature affected by this spell falls
You can use your action to cause the image to move to unconscious until the spell ends, the sleeper takes
any spot within range. As the image changes location, damage, or someone uses an action to shake or slap
you can alter its appearance so that its movements the sleeper awake. Subtract each creature's hit points
appear natural for the image. For example, if you from the total before moving on to the creature with
create an image of a creature and move it, you can the next lowest hit points. A creature's hit points must
alter the image so that it appears to be walking. be equal to or less than the remaining total for that
Physical interaction with the image reveals it to be an creature to be affected.
illusion, because things can pass through it. A creature Undead and creatures immune to being charmed
that uses its action to examine the image can aren't affected by this spell.
determine that it is an illusion with a successful At Higher Levels: When you cast this spell using a
Intelligence (Investigation) check against your spell spell slot of 2nd level or higher, roll an additional 2d8
save DC. If a creature discerns the illusion for what it for each slot level above 1st.
is, the creature can see through the image.

Sorcerer 1st level Abjuration Sorcerer 1st level Illusion Sorcerer 1st level Enchantment

THUNDERWAVE WITCH BOLT AGANAZZAR'S SCORCHER

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cube) 1 action 30 feet 1 action 30 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Concentration, up to 1 V, S, M Instantaneous

A wave of thunderous force sweeps out from minute a red dragon's scale
you. Each creature in a 15-foot cube originating
from you must make a Constitution saving a twig from a tree that has been struck by lightning A line of roaring ame 30 feet long and 5 feet
throw. On a failed save, a creature takes 2d8 wide emanates from you in a direction you
thunder damage and is pushed 10 feet away A beam of crackling, blue energy lances out choose. Each creature in the line must make a
from you. On a successful save, the creature toward a creature within range, forming a Dexterity saving throw. A creature takes 3d8 re
takes half as much damage and isn't pushed. sustained arc of lightning between you and the damage on a failed save, or half as much damage
In addition, unsecured objects that are target. Make a ranged spell attack against that on a successful one.
completely within the area of effect are creature. On a hit, the target takes 1d12 At Higher Levels: When you cast this spell
automatically pushed 10 feet away from you by lightning damage, and on each of your turns for using a spell slot of 3rd level or higher, the
the spell's effect, and the spell emits a the duration, you can use your action to deal damage increases by 1d8 for each slot level
thunderous boom audible out to 300 feet. 1d12 lightning damage to the target above 2nd.
At Higher Levels: When you cast this spell automatically. The spell ends if you use your
using a spell slot of 2nd level or higher, the action to do anything else. The spell also ends if
damage increases by 1d8 for each slot level the target is ever outside the spell's range or if it
above 1st. 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.

Sorcerer 1st level Evocation Sorcerer 1st level Evocation Sorcerer (XGE) 2nd level Evocation

/

ALTER SELF [1/2] ALTER SELF [2/2] BLINDNESS/DEAFNESS

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 30 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V 1 minute

hour hour You can blind or deafen a foe. Choose one
creature that you can see within range to make a
You assume a different form. When you cast the spell, bludgeoning, piercing, or slashing damage, as Constitution saving throw. If it fails, the target is
choose one of the following options, the effects of appropriate to the natural weapon you chose, either blinded or deafened (your choice) for the
which last for the duration of the spell. While the spell and you are pro cient with you unarmed strikes. duration. At the end of each of its turns, the
lasts, you can end one option as an action to gain the Finally, the natural weapon is magic and you target can make a Constitution saving throw. On
bene ts of a different one. have a +1 bonus to the attack and damage rolls a success, the spell ends.
Aquatic Adaptation: You adapt your body to an you make using it. At Higher Levels: When you cast this spell
aquatic environment, sprouting gills, and growing using a spell slot of 3rd level or higher, you can
webbing between your ngers. You can breathe target one additional creature for each slot level
underwater and gain a swimming speed equal to your above 2nd.
walking speed.
Change Appearance: You transform your
appearance. You decide what you look like, including
your height, weight, facial features, sound of your
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.
Natural Weapons: You grow claws, fangs, spines,
horns, or a different natural weapon of your choice.
Your unarmed strikes deal 1d6

Sorcerer 2nd level Transmutation Sorcerer 2nd level Transmutation Sorcerer 2nd level Necromancy

BLUR CLOUD OF DAGGERS CROWN OF MADNESS

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 120 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 1

minute minute minute

Your body becomes blurred, shifting and a sliver of glass One humanoid of your choice that you can see
wavering to all who can see you. For the within range must succeed on a Wisdom saving
duration, any creature has disadvantage on You ll the air with spinning daggers in a cube 5 throw or become charmed by you for the
attack rolls against you. An attacker is immune feet on each side, centered on a point you choose duration. While the target is charmed in this way,
to this effect if it doesn't rely on sight, as with within range. A creature takes 4d4 slashing a twisted crown of jagged iron appears on its
blindsight, or can see through illusions, as with damage when it enters the spell's area for the head, and a madness glows in its eyes.
truesight. The charmed target must use its action before
rst time on a turn or starts its turn there. moving on each of its turns to make a melee
At Higher Levels: when you cast this spell attack against a creature other than itself that
using a spell slot of 3rd level or higher, the you mentally choose. The target can act normally
damage increases by 2d4 for each slot level on its turn if you choose no creature or if none
above 2nd. are within its reach.
On your subsequent turns, you must use your
action to maintain control over the target, or the
spell ends. Also, the target can make a Wisdom
saving throw at the end of each of its turns. On a
success, the spell ends.

Sorcerer 2nd level Illusion Sorcerer 2nd level Conjuration Sorcerer 2nd level Enchantment

DARKNESS DARKVISION DETECT THOUGHTS [1/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Self

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 10 V, S, M 8 hours V, S, M Concentration, up to 1

minutes either a pinch of dried carrot or an agate minute

bat fur and a drop of pitch or piece of coal You touch a willing creature to grant it the ability a copper piece
to see in the dark. For the duration, that creature
Magical darkness spreads from a point you has darkvision out to a range of 60 feet. For the duration, you can read the thoughts of certain
choose within range to ll a 15-foot radius 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
around corners. A creature with darkvision can't mind on any one creature that you can see within 30
see through this darkness, and nonmagical light feet of you. If the creature you choose has an
can't illuminate it. Intelligence of 3 or lower or doesn't speak any
If the point you choose is on an object you are language, the creature is unaffected.
holding or one that isn't being worn or carried, You initially learn the surface thoughts of the creature
the darkness emanates from the object and - what is most on its mind in that moment. As an
moves with it. Completely covering the source of action, you can either shift your attention to another
the darkness with an opaque object, such as a creature's thoughts or attempt to probe deeper into
bowl or a helm, blocks the darkness. the same creature's mind. If you probe deeper, the
If any of this spell's area overlaps with an area of target must make a Wisdom saving throw. If it fails,
light created by a spell of or lower, the spell that you gain insight into its reasoning (if any), its
created the light is dispelled. emotional state, and something that looms large in its
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 Evocation Sorcerer 2nd level Transmutation Sorcerer 2nd level Divination

/

DETECT THOUGHTS [2/2] DRAGON'S BREATH DUST DEVIL

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Touch 1 action 60 feet

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

minute minute minute

a copper piece a hot pepper a pinch of dust

make an Intelligence check contested by your You touch one willing creature and imbue it with Choose an unoccupied 5-foot cube of air that you can
Intelligence check if it succeeds, the spell ends. the power to spew magical energy from its see within range. An elemental force that resembles a
Questions verbally directed at the target mouth, provided it has one. Choose acid, cold, dust devil appears in the cube and lasts for the spell's
creature naturally shape the course of its duration.
thoughts, so this spell is particularly effective as re, lightning, or poison. Until the spell ends, the Any creature that ends its turn within 5 feet of the
part of an interrogation. creature can use an action to exhale energy of dust devil must make a Strength saving throw. On a
You can also use this spell to detect the presence the chosen type in a 15-foot cone. Each creature failed save, the creature takes 1d8 bludgeoning
of thinking creatures you can't see. When you in that area must make a Dexterity saving throw, damage and is pushed 10 feet away from the dust
cast the spell or as your action during the taking 3d6 damage of the chosen type on a failed devil. On a successful save, the creature takes half as
duration, you can search for thoughts within 30 save, or half as much damage on a successful much damage and isn't pushed.
feet of you. The spell can penetrate barriers, but one. As a bonus action, you can move the dust devil up to
2 feet of rock, 2 inches of any metal other than At Higher Levels: When you cast this spell us 30 feet in any direction. If the dust devil moves over
lead, or a thin sheet of lead blocks you. You can't ing a spell slot of 3rd level or higher, the damage sand, dust, loose dirt, or light gravel, it sucks up the
detect a creature with an Intelligence of 3 or increases by 1d6 for each slot level above 2nd. material and forms a 10-foot-radius cloud of debris
lower or one that doesn't speak any language. around itself that lasts until the start of your next turn.
Once you detect the presence of a creature in The cloud heavily obscures its area.
this way, you can read its thoughts for the rest of At Higher Levels: When you cast this spell using a
the duration as described above, even if you spell slot of 3rd level or higher, the damage increases
can't see it, but it must still be within range. by 1d8 for each slot level above 2nd.

Sorcerer 2nd level Divination Sorcerer (XGE) 2nd level Transmutation Sorcerer (XGE) 2nd level Conjuration

EARTHBIND ENHANCE ABILITY ENLARGE/REDUCE [1/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action Touch 1 action 30 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1

minute hour minute

Choose one creature you can see within range. fur or a feather from a beast a pinch of powdered iron
Yellow strips of magical energy loop around the
creature. The target must succeed on a Strength You touch a creature and bestow upon it a magical You cause a creature or an object you can see within
saving throw, or its ying speed (if any) is enhancement. Choose one of the following effects - range to grow larger or smaller for the duration.
reduced to 0 feet for the spell's duration. An the target gains the effect until the spell ends. Choose either a creature or an object that is neither
airborne creature affected by this spell safely Bear's Endurance: The target has advantage on worn nor carried. If the target is unwilling, it can make
descends at 60 feet per round until it reaches the Constitution checks. It also gains 2d6 temporary hit a Constitution saving throw. On a success, the spell
ground or the spell ends. points, which are lost when the spell ends. has no effect.
Bull's Strength: The target has advantage on If the target is a creature, everything it is wearing and
Strength checks, and his or her carrying capacity carrying changes size with it. Any item dropped by an
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,
checks. It also doesn't take damage from falling 20 and its weight is multiplied by eight. This growth
feet or less if it isn't incapacitated. increases its size by one category - from Medium to
Eagle's Splendor: The target has advantage on Large, for example. If there isn't enough room for the
Charisma checks. target to double its size, the creature or object attains
FInotexl'lsigCenucnencihnegc:kTs.he target has advantage on the maximum possible size in the space available. Until
Owl's Wisdom: The target has advantage on the spell ends, the target also has advantage on
Wisdom checks. Strength checks and Strength saving throws. The
At Higher Levels: When you cast this spell using a target's weapons also grow to match its new size.
spell slot of 3rd level or higher, you can target one While these weapons are enlarged, the target's attack
additional creature for each slot level above 2nd. with them deal 1d4 extra damage.
Reduce. The

Sorcerer (XGE) 2nd level Transmutation Sorcerer 2nd level Transmutation Sorcerer 2nd level Transmutation

ENLARGE/REDUCE [2/2] GUST OF WIND HOLD PERSON

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self (60-foot line) 1 action 60 feet

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

minute minute minute

a pinch of powdered iron a legume seed a small, straight piece of iron

target's size is halved in all dimensions, and its A line of strong wind 60 feet long and 10 feet Choose a humanoid that you can see within
weight is reduced to one-eighth of normal. This wide blasts from you in a direction you choose range. The target must succeed on a Wisdom
reduction decreases its size by one category - for the spell's duration. Each creature that starts saving throw or be paralyzed for the duration. At
from Medium to Small, for example. Until the its turn in the line must succeed on a Strength the end of each of its turns, the target can make
spell ends, the target also has disadvantage on saving throw or be pushed 15 feet away from another Wisdom saving throw. On a success, the
Strength checks and Strength saving throws. The you in a direction following the line. spell ends on the target.
target's weapons also shrink to match its new Any creature in the line must spend 2 feet of At Higher Levels: When you cast this spell
size. While these weapons are reduced, the movement for every 1 foot it moves when using a spell slot of 3rd level or higher, you can
target's attacks with them deal 1d4 less damage moving closer to you. target on additional humanoid for each slot level
(this can't reduce the damage below 1). The gust disperses gas or vapor, and it above 2nd. The humanoids must be within 30
extinguishes candles, torches, and similar feet of each other when you target them.
unprotected ames in the area. It causes
protected ames, such as those of lanterns, to
dance wildly and has a 50 percent chance to
extinguish them.
As a bonus action on each of your turns before
the spell ends, you can change the direction in
which the line blasts from you.

Sorcerer 2nd level Transmutation Sorcerer 2nd level Evocation Sorcerer 2nd level Enchantment

/

INVISIBILITY KNOCK LEVITATE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V, S, M Concentration, up to 10

hour Choose an object that you can see within range. minutes
The object can be a door, a box, a chest, a set of
an eyelash encased in gum arabic manacles, a padlock, or another object that either a small leather loop or a piece of golden wire
contains a mundane or magical means that bent into a cup shape with a long shank on one end
A creature you touch becomes invisible until the prevents access.
spell ends. Anything the target is wearing or A target that is held shut by a mundane lock or One creature or object of your choice that you
carrying is invisible as long as it is on the target's that is stuck or barred becomes unlocked, can see within range rises vertically, up to 20
person. The spell ends for a target that attacks or unstuck, or unbarred. If the object has multiple feet, and remains suspended there for the
casts a spell. locks, only one of them is unlocked. duration. The spell can levitate a target that
At Higher Levels: When you cast this spell If you choose a target that is held shut with weighs up to 500 pounds. An unwilling creature
using a spell slot of 3rd level or higher, you can arcane lock, that spell is suppressed for 10 that succeeds on a Constitution saving throw is
target one additional creature for each slot level minutes, during which time the target can be unaffected.
above 2nd. opened and shut normally. The target can move only by pushing or pulling
When you cast the spell, a loud knock, audible against a xed object or surface within reach
from as far away as 300 feet, emanates from the (such as a wall or a ceiling), which allows it to
target object. move as if it were climbing. You can change the
target's altitude by up to 20 feet in either
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.
When the spell ends, the target oats gently to
the ground if it is still aloft.

Sorcerer 2nd level Illusion Sorcerer 2nd level Transmutation Sorcerer 2nd level Transmutation

MAXIMILIAN'S EARTHEN GRASP MIND SPIKE MIRROR IMAGE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 60 feet 1 action Self

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 S Concentration, up to 1 V, S 1 minute

minute hour Three illusory duplicates of yourself appear in your
space. Until the spell ends, the duplicates move with
a miniature hand sculpted from clay You reach into the mind of one creature you can you and mimic your actions, shifting position so it's
see within range. The target must make a impossible to track which image is real. You can use
You choose a 5-foot-square unoccupied space on the Wisdom saving throw, taking 3d8 psychic your action to dismiss the illusory duplicates.
ground that you can see within range. A Medium hand damage on a failed save, or half as much damage Each time a creature targets you with an attack during
made from compacted soil rises there and reaches for on a successful one. On a failed save, you also the spell's duration, roll a d20 to determine whether
one creature you can see within 5 feet of it. The target always know the target's location until the spell the attack instead targets one of your duplicates.
must make a Strength saving throw. On a failed save, ends, but only while the two of you are on the If you have three duplicates, you must roll a 6 or
the target takes 2d6 bludgeoning damage and is same plane of existence. While you have this higher to change the attack's target to a duplicate.
restrained for the spell's duration. knowledge, the target can't become hidden from With two duplicates, you must roll an 8 or higher. With
As an action, you can cause the hand to crush the you, and if it's invisible, it gains no bene t from one duplicate, you must roll an 11 or higher.
restrained target, which must make a Strength saving that condition against you. A duplicate's AC equals 10 + your Dexterity modi er.
throw. The target takes 2d6 bludgeoning damage on a At Higher Levels: When you cast this spell If an attack hits a duplicate, the duplicate is destroyed.
failed save, or half as much damage on a successful using a spell slot of 3rd level or higher, the A duplicate can be destroyed only by an attack that
one. damage increases by 1d6 for each slot level hits it. It ignores all other damage and effects. The
To break out, the restrained target can use its action above 2nd. spell ends when all three duplicates are destroyed.
to make a Strength check against your spell save DC. A creature is unaffected by this spell if it can't see, if it
On a success, the target escapes and is no longer relies on senses other than sight, such as blindsight, or
restrained by the hand. if it can perceive illusions as false, as with truesight.
As an action, you can cause the hand to reach for a
different creature or to move to a different
unoccupied space within range. The hand releases a
restrained target if you do either.

Sorcerer (XGE) 2nd level Transmutation Sorcerer (XGE) 2nd level Divination Sorcerer 2nd level Illusion

MISTY STEP PHANTASMAL FORCE [1/2] PHANTASMAL FORCE [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 60 feet 1 action 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Concentration, up to 1 V, S, M Concentration, up to 1

Brie y surrounded by silvery mist, you teleport minute minute
up to 30 feet to an unoccupied space that you
can see. a bit of eece a bit of eece

You craft an illusion that takes root in the mind of a survives the fall, it still believes that the bridge
creature that you can see within range. The target exists and comes up with some other explanation
must make an Intelligence saving throw. On a failed for its fall - it was pushed, it slipped, or a strong
save, you create a phantasmal object, creature, or wind might have knocked it off.
other visible phenomenon of your choice that is no An affected target is so convinced of the
larger than a 10-foot cube and that is perceivable only phantasm's reality that it can even take damage
to the target for the duration. This spell has no effect from the illusion. A phantasm created to appear
on undead or constructs. as a creature can attack the target. Similarly, a
The phantasm includes sound, temperature, and other phantasm created to appear as re, a pool of
stimuli, also evident only to the creature. acid, or lava can burn the target. Each round on
The target can use its action to examine the phantasm your turn, the phantasm can deal 1d6 psychic
with an Intelligence (Investigation) check against your damage to the target if it is in the phantasm's
spell save DC. If the check succeeds, the target area or within 5 feet of the phantasm, provided
realizes that the phantasm is an illusion, and the spell that the illusion is of a creature or hazard that
ends. could logically deal damage, such as by attacking.
While a target is affected by the spell, the target The target perceives the damage as a type
treats the phantasm as if it were real. The target appropriate to the illusion.
rationalizes any illogical outcomes from interacting
with the phantasm. For example, a target attempting
to walk across a phantasmal bridge that spans a chasm
falls once it steps onto the bridge. If the target

Sorcerer 2nd level Conjuration Sorcerer 2nd level Illusion Sorcerer 2nd level Illusion

/

PYROTECHNICS SCORCHING RAY SEE INVISIBILITY

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action Self

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V, S, M 1 hour

Choose an area of nonmagical ame that you can You create three rays of re and hurl them at A pinch of Talc and a small sprinkling of powdered
see and that can t within a 5-foot cube within targets within range. You can hurl them at one silver
range. You can extinguish the re in that area, target or several.
and you create either reworks or smoke when Make a ranged spell attack for each ray. On a hit, For the duration, you see invisible creatures and
you do so. the target takes 2d6 re damage. objects as if they were visible, and you can see
Fireworks: The target explodes with a dazzling At Higher Levels: When you cast this spell into the Ethereal Plane. Ethereal creatures and
display of colors. Each creature within 10 feet of using a spell slot of 3rd level or higher, you create objects appear ghostly and translucent.
the target must succeed on a Constitution saving one additional ray for each slot level above 2nd.
throw or become blinded until the end of your
next turn.
Smoke: Thick black smoke spreads out from the
target in a 20-foot radius, moving around
corners. The area of the smoke is heavily
obscured. The smoke persists for 1 minute or
until a strong wind disperses it.

Sorcerer (XGE) 2nd level Transmutation Sorcerer 2nd level Evocation Sorcerer 2nd level Divination

SHADOW BLADE SHATTER SNILLOC'S SNOWBALL SWARM

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 60 feet 1 action 90 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Instantaneous V, S, M Instantaneous

minute a chip of mica a piece of ice or a small white rock chip

You weave together threads of shadow to create a A sudden loud ringing noise, painfully intense, A urry of magic snowballs erupts from a point
sword of solidi ed gloom in your hand. This magic erupts from a point of your choice within range. you choose within range. Each creature in a 5-
sword lasts until the spell ends. It counts as a simple Each creature in a 10-foot-radius sphere foot-radius sphere centered on that point must
melee weapon with which you are pro cient. It deals centered on that point must make a Constitution make a Dexterity saving throw. A creature takes
2d8 psychic damage on a hit and has the nesse, light, saving throw. A creature takes 3d8 thunder 3d6 cold damage on a failed save, or half as much
and thrown properties (range 20/60). In addition, damage on a failed save, or half as much damage damage on a successful one.
when you use the sword to attack a target that is in on a successful one. A creature made of At Higher Levels: When you cast this spell
dim light or darkness, you make the attack roll with inorganic material such as stone, crystal, or using a spell slot of 3rd level or higher, the
advantage. metal has disadvantage on this saving throw. damage increases by 1d6 for each slot level
If you drop the weapon or throw it, it dissipates at the A nonmagical object that isn't being worn or above 2nd.
end of the turn. Thereafter, while the spell persists, carried also takes the damage if it's in the spell's
you can use a bonus action to cause the sword to area.
reappear in your hand. At Higher Levels: When you cast this spell
At Higher Levels: When you cast this spell using a using a spell slot of or higher, the damage
3rd- or 4th-level spell slot, the damage increases to increases by 1d8 for each slot level above 2nd.
3d8. When you cast it using a 5th- or 6th-level spell
slot, the damage increases to 4d8. When you cast it
using a spell slot of 7th level or higher, the damage
increases to 5d8.

Sorcerer (XGE) 2nd level Illusion Sorcerer 2nd level Evocation Sorcerer (XGE) 2nd level Evocation

SPIDER CLIMB SUGGESTION [1/2] SUGGESTION [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action 30 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, M Concentration, up to 8 V, M Concentration, up to 8

hour hours hours

a drop of bitumen and a spider a snake's tongue and either a bit of honeycomb or a a snake's tongue and either a bit of honeycomb or a
drop of sweet oil drop of sweet oil
Until the spell ends, one willing creature you
touch gains the ability to move up, down, and You suggest a course of activity (limited to a sentence performed.
across vertical surfaces and upside down along or two) and magically in uence a creature you can see If you or any of your companions damage the
ceilings, while leaving its hands free. The target within range that can hear and understand you. target, the spell ends.
also gains a climbing speed equal to its walking Creatures that can't be charmed are immune to this
speed. effect. The suggestion must be worded in such a
manner as to make the course of action sound
reasonable. Asking the creature to stab itself, throw
itself onto a spear, immolate itself, or do some other
obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a
failed save, it purses the course of action you
described to the best of its ability. The suggested
course of action can continue for the entire duration.
If the suggested activity can be completed in a shorter
time, the spell ends when the subject nishes what it
was asked to do.
You can also specify conditions that will trigger a
special activity during the duration. For example, you
might suggest that a knight ve her warhorse to the

rst beggar she meets. If the condition isn't met
before the spell expires, the activity isn't

Sorcerer 2nd level Transmutation Sorcerer 2nd level Enchantment Sorcerer 2nd level Enchantment

/

WARDING WIND WEB BLINK

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action Self

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 10 V, S, M Concentration, up to 1 V, S 1 minute

minutes hour Roll a d20 at the end of each of your turns for the
duration of the spell. On a roll of 11 or higher, you
A strong wind (20 miles per hour) blows around a bit of spider web vanish from your current plane of existence and
you in a 10-foot radius and moves with you, appear in the Ethereal Plane (the spell fails and the
remaining centered on you. The wind lasts for You conjure a mass of thick, sticky webbing at a point casting is wasted if you were already on that plane). At
the spell's duration. of your choice within range. The webs ll a 20-foot the start of you next turn, and when the spell ends if
The wind has the following effects: cube from that point for the duration. The webs are you are on the Ethereal Plane, you return to an
• It deafens you and other creatures in its area. dif cult terrain and lightly obscure their area. unoccupied space of your choice that you can see
• It extinguishes unprotected ames in its area If the webs aren't anchored between two solid masses within 10 feet of the space you vanished from. If no
that are torch-sized or smaller. (such as walls or trees) or layered across a oor, wall, unoccupied space is available within that range, you
• It hedges out vapor, gas, and fog that can be or ceiling, the conjured web collapses on itself, and the appear in the nearest unoccupied space (chosen at
dispersed by strong wind. spell ends at the start of your next turn. Webs layered random if more than one space is equally near). You
• The area is dif cult terrain for creatures other over a at surface have a depth of 5 feet. can dismiss this spell as an action.
than you. Each creature that starts its turn in the webs or that While on the Ethereal Plane, you can see and hear the
• The attack rolls of ranged weapon attacks have enters them during its turn must make a Dexterity plane you originated from, which is cast in shades of
disadvantage if the attacks pass in or out of the saving throw. On a failed save, the creature is gray, and you can't see anything more than 60 feet
wind. restrained as long as it remains in the webs or until it away. You can only affect and be affected by other
breaks free. creatures on the Ethereal Plane. Creature that aren't
A creature restrained by the webs can use its actions there can't perceive you or interact with you, unless
to make a Strength check against your spell save DC. If they have the ability to do so.
it succeeds, it is no longer restrained.
The webs are ammable. Any 5-foot cube of webs
exposed to re burns away in 1 round, dealing 2d4 re
damage to any creature that starts its turn in the re.

Sorcerer (XGE) 2nd level Evocation Sorcerer 2nd level Conjuration Sorcerer 3rd level Transmutation

CATNAP CLAIRVOYANCE [1/2] CLAIRVOYANCE [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 10 minutes 1 mile 10 minutes 1 mile

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M 10 minutes V, S, M Concentration, up to 10 V, S, M Concentration, up to 10

a pinch of sand minutes minutes

You make a calming gesture, and up to three a focus worth at least 100 gp, either a jeweled horn a focus worth at least 100 gp, either a jeweled horn
willing creatures of your choice that you can see for hearing or a glass eye for scrying for hearing or a glass eye for scrying
within range fall unconscious for the spell's
duration. The spell ends on a target early if it You create an invisible sensor within range in a st.
takes damage or someone uses an action to location familiar to you (a place you have visited or A creature that can see the sensor (such as a
shake or slap it awake. If a target remains seen before) or in an obvious location that is creature bene tting from see invisibility or
unconscious for the full duration, that target unfamiliar to you (such as behind a door, around a truesight) sees a luminous, intangible orb about
gains the bene t of a short rest, and it can't be corner, or in a grove of trees). The sensor remains in the size of your st.
affected by this spell again until it nishes a long place for the duration, and it can't be attacked or
rest. otherwise interacted with. When you cast the spell,
At Higher Levels: When you cast this spell you choose seeing or hearing. You can use the chosen
using a spell slot of 4th level or higher, you can sense through the sensor as if you were in its space. As
target one additional willing creature for each your action, you can switch between seeing and
slot level above 3rd. hearing. A creature that can see the sensor (such as a
creature bene tting from see invisibility or truesight)
sees a luminous, intangible orb about the size of your

st.
When you cast the spell, you choose seeing or hearing.
You can use the chosen sense through the sensor as if
you were in its space. As your action, you can switch
between seeing and hearing. A creature that can see
the sensor (such as a creature bene tting from see
invisibility or truesight) sees a luminous, intangible
orb about the size of your

Sorcerer (XGE) 3rd level Enchantment Sorcerer 3rd level Divination Sorcerer 3rd level Divination

COUNTERSPELL DAYLIGHT DISPEL MAGIC

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction 60 feet 1 action 60 feet 1 action 120 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous V, S 1 hour V, S Instantaneous

You attempt to interrupt a creature in the A 60-foot-radius sphere of light spreads out Choose any creature, object, or magical effect
process of casting a spell. If the creature is from a point you choose within range. The within range. Any spell of 3rd level or lower on
casting a spell of 3rd level or lower, its spell fails sphere is bright light and sheds dim light for an the target ends. For each spell of 4th level or
and has no effect. If it is casting a spell of 4th additional 60 feet. higher on the target, make an ability check using
level or higher, make an ability check using your If you chose a point on an object you are holding your spellcasting ability. The DC equals 10 + the
spellcasting ability. The DC equals 10 + the or one that isn't being worn or carried, the light spell's level. On a successful check, the spell
spell's level. On a success, the creature's spell shines from the object with and moves with it. ends.
fails and has no effect. Completely covering the affected object with an At Higher Levels: When you cast this spell
At Higher Levels: When you cast this spell opaque object, such as a bowl or a helm, blocks using a spell slot of 4th level or higher, you
using a spell slot of 4th level or higher, the the light. automatically end the effects of a spell on the
interrupted spell has no effect if its level is less If any of this spell's area overlaps with an area of target if the spell's level is equal to or less than
than or equal to the level of the spell slot you darkness created by a spell of or lower, the spell the level of the spell slot you used.
used. that created the darkness is dispelled.

Sorcerer 3rd level Abjuration Sorcerer 3rd level Evocation Sorcerer 3rd level Abjuration
/

ENEMIES ABOUND ERUPTING EARTH FEAR

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Self (30-foot cone)

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Instantaneous V, S, M Concentration, up to 1

minute a piece of obsidian minute

You reach into the mind of one creature you can Choose a point you can see on the ground within a white feather or the heart of a hen
see and force it to make an Intelligence saving range. A fountain of churned earth and stone
throw. A creature automatically succeeds if it is erupts in a 20-foot cube centered on that point. You project a phantasmal image of a creature's
immune to being frightened. On a failed save, the Each creature in that area must make a Dexterity worst fears. Each creature in a 30-foot cone
target loses the ability to distinguish friend from saving throw. A creature takes 3d12 must succeed on a Wisdom saving throw or drop
foe, regarding all creatures it can see as enemies bludgeoning damage on a failed save, or half as whatever it is holding and become frightened for
until the spell ends. Each time the target takes much damage on a successful one. Additionally, the duration.
damage, it can repeat the saving throw, ending the ground in that area becomes dif cult terrain While frightened by this spell, a creature must
the effect on itself on a success. until cleared. Each 5-foot-square portion of the take the Dash action and move away from you by
Whenever the affected creature chooses area requires at least 1 minute to clear by hand. the safest available route on each of its turns,
another creature as a target, it must choose the At Higher Levels: When you cast this spell unless there is nowhere to move. If the creature
target at random from among the creatures it using a spell slot of 4th level or higher, the ends its turn in a location where it doesn't have
can see within range of the attack, spell, or other damage increases by 1d12 for each slot level line of sight to you, the creature can make a
ability it's using. lf an enemy provokes an above 3rd. Wisdom saving throw. On a successful save, the
opportunity attack from the affected creature, spell ends for that creature.
the creature must make that attack if it is able to.

Sorcerer (XGE) 3rd level Enchantment Sorcerer (XGE) 3rd level Transmutation Sorcerer 3rd level Illusion

FIREBALL FLAME ARROWS FLY

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action Touch 1 action Touch

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V, S, M Concentration, up to 10

a tiny ball of bat guano and sulfur hour minutes

A bright streak ashes from your pointing nger You touch a quiver containing arrows or bolts. a wing feather from any bird
to a point you choose within range then When a target is hit by a ranged weapon attack
blossoms with a low roar into an explosion of using a piece of ammunition drawn from the You touch a willing creature. The target gains a
quiver, the target takes an extra 1d6 re damage. ying speed of 60 feet for the duration. When
ame. Each creature in a 20-foot radius must The spell's magic ends on the piece of
make a Dexterity saving throw. A target takes ammunition when it hits or misses, and the spell the spell ends, the target falls if it is still aloft,
8d6 re damage on a failed save, or half as much ends when twelve pieces of ammunition have unless it can stop the fall.
damage on a successful one. been drawn from the quiver. At Higher Levels: When you cast this spell
The re spreads around corners. It ignites At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can
using a spell slot of 4th level or higher, the target one additional creature for each slot level
ammable objects in the area that aren't being number of pieces of ammunition you can affect above 3rd.
worn or carried. with this spell increases by two for each slot level
At Higher Levels: When you cast this spell above 3rd.
using a spell slot of 4th level or higher, the
damage increases by 1d6 for each slot level
above 3rd.

Sorcerer 3rd level Evocation Sorcerer (XGE) 3rd level Transmutation Sorcerer 3rd level Transmutation

GASEOUS FORM HASTE HYPNOTIC PATTERN

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action 120 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 S, M Concentration, up to 1

hour minute minute

a bit of gauze and a wisp of smoke a shaving of licorice root a glowing stick of incense or a crystal vial lled with
phosphorescent material
You transform a willing creature you touch, along with Choose a willing creature that you can see within
everything it's wearing and carrying, into a misty cloud range. Until the spell ends, the target's speed is You create a twisting pattern of colors that
for the duration. The spell ends if the creature drops doubled, it gains a +2 bonus to AC, it has weaves through the air inside a 30-foot cube
to 0 hit points. An incorporeal creature isn't affected. advantage on Dexterity saving throws, and it within range. The pattern appears for a moment
While in this form, the target's only method of gains an additional action on each of its turns. and vanishes. Each creature in the area who sees
movement is a ying speed of 10 feet. The target can That action can be used only to take the Attack the pattern must make a Wisdom saving throw.
enter and occupy the space of another creature. The (one weapon attack only), Dash, Disengage, On a failed save, the creature becomes charmed
target has resistance to nonmagical damage, and it has Hide, or Use an Object action. for the duration. While charmed by this spell, the
advantage on Strength, Dexterity, and Constitution When the spell ends, the target can't move or creature is incapacitated and has a speed of 0.
saving throws. The target can pass through small take actions until after its next turn, as a wave of The spell ends for an affected creature if it takes
holes, narrow openings, and even mere cracks, though lethargy sweeps over it. any damage or if someone else uses an action to
it treats liquids as though they were solid surfaces. shake the creature out of its stupor.
The target can't fall and remains hovering in the air
even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk
or manipulate objects, and any objects it was carrying
or holding can't be dropped, used, or otherwise
interacted with. The target can't attack or cast spells.

Sorcerer 3rd level Transmutation Sorcerer 3rd level Transmutation Sorcerer 3rd level Illusion

/

LIGHTNING BOLT MAJOR IMAGE [1/2] MAJOR IMAGE [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (100-foot line) 1 action 120 feet 1 action 120 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 10 V, S, M Concentration, up to 10

a bit of fur and a rod of amber, crystal, or glass minutes minutes

A stroke of lightning forming a line of 100 feet a bit of eece a bit of eece
long and 5 feet wide blasts out from you in a
direction you choose. Each creature in the line You create the image of an object, a creature, or some reveals it to be an illusion, because things can
must make a Dexterity saving throw. A creature other visible phenomenon that is no larger than a 20- pass through it. A creature that uses its action to
takes 8d6 lightning damage on a failed save, or foot cube. The image appears at a spot that you can examine the image can determine that it is an
half as much damage on a successful one. see within range and lasts for the duration. It seems illusion with a successful Intelligence
The lightning ignites ammable objects in the completely real, including sounds, smells, and (Investigation) check against your spell save DC.
area that aren't being worn or carried. temperature appropriate to the thing depicted. You If a creature discerns the illusion for what it is,
At Higher Levels: When you cast this spell can't create suf cient heat or cold to cause damage, a the creature can see through the image, and its
using a spell slot of 4th level or higher, the sound loud enough to deal thunder damage or deafen other sensory qualities become faint to the
damage increases by 1d6 for each slot above a creature, or a smell that might sicken a creature (like creature.
3rd. a troglodyte's stench). At Higher Levels: When you cast this spell
As long as you are within range of the illusion, you can using a spell slot of 6th level or higher, the spell
use your action to cause the image to move to any lasts until dispelled, without requiring your
other spot within range. As the image changes concentration.
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. Similarly, you can cause the illusion to
make different sounds at different times, even making
it carry on a conversation, for example.
Physical interaction with the image

Sorcerer 3rd level Evocation Sorcerer 3rd level Illusion Sorcerer 3rd level Illusion

MELF'S MINUTE METEORS PROTECTION FROM ENERGY SLEET STORM

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Touch 1 action 150 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Concentration, up to 1 V, S, M Concentration, up to 1

minutes hour minute

niter, sulfur, and pine tar formed into a bead For the duration, the willing creature you touch a pinch of dust and a few drops of water
has resistance to one damage type of your
You create six tiny meteors in your space. They choice: acid, cold, re, lightning, or thunder. Until the spell ends, freezing rain and sleet fall in
oat in the air and orbit you for the spell's a 20-foot-tall cylinder with a 40-foot radius
centered on a point you choose within range.
duration. When you cast the spell-and as a bonus The area is heavily obscured, and exposed ames
action on each of your turns thereafter-you can in the area are doused.
expend one or two of the meteors, sending them The ground in the area is covered with slick ice,
streaking toward a point or points you choose making it dif cult terrain. When a creature
within 120 feet of you. Once a meteor reaches enters the spell's area for the rst time on a turn
its destination or impacts against a solid surface, or starts its turn there, it must make a Dexterity
the meteor explodes. Each creature within 5 feet saving throw. On a failed save, it falls prone.
of the point where the meteor explodes must If a creature is concentrating in the spell's area,
make a Dexterity saving throw. A creature takes the creature must make a successful
2d6 re damage on a failed save, or half as much Constitution saving throw against your spell
damage on a successful one. save DC or lose concentration.
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the
number of meteors created increases by two for
each slot level above 3rd.

Sorcerer (XGE) 3rd level Evocation Sorcerer 3rd level Abjuration Sorcerer 3rd level Conjuration

SLOW STINKING CLOUD THUNDER STEP

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 90 feet 1 action 90 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V Instantaneous

minute minute You teleport yourself to an unoccupied space you can

a drop of molasses a rotten egg or several skunk cabbage leaves see within range. Immediately after you disappear, a
thunderous boom sounds, and each creature within
You alter time around up to six creatures of your You create a 20-foot-radius sphere of yellow, 10 feet of the space you left must make a Constitution
choice in a 40-foot cube within range. Each target nauseating gas centered on a point within range. saving throw, taking 3d10 thunder damage on a failed
must succeed on a Wisdom saving throw or be The cloud spreads around corners, and its area is save, or half as much damage on a successful one. The
affected by this spell for the duration. heavily obscured. The cloud lingers in the air for thunder can be heard from up to 300 feet away.
An affected target's speed is halved, it takes a -2 the duration. You can bring along objects as long as their weight
penalty to AC and Dexterity saving throws, and it can't Each creature that is completely within the cloud doesn't exceed what you can carry. You can also
use reactions. On its turn, it can use either an action or at the start of its turn must make a Constitution teleport one willing creature of your size or smaller
a bonus action, not both. Regardless of the creature's saving throw against poison. On a failed save, the who is carrying gear up to its carrying capacity. The
abilities or magic items, it can't make more than one creature spends its action that turn retching and creature must be within 5 feet of you when you cast
melee or ranged attack during its turn. reeling. Creatures that don't need to breathe or this spell, and there must be an unoccupied space
If the creature attempts to cast a spell with a casting are immune to poison automatically succeed on within 5 feet of your destination space for the
time of 1 action, roll a d20. On an 11 or higher, the this saving throw. creature to appear in. Otherwise, the creature is left
spell doesn't take effect until the creature's next turn, A moderate wind (at least 10 miles per hour) behind.
and the creature must use its action on that turn to disperses the cloud after 4 rounds. A strong wind AspteHll isglohteorf L4ethvleelvse:lWorhheinghyoeru, cast this spell using a
complete the spell. If it can't, the spell is wasted. (at least 20 miles per hour) disperses it after 1 the damage increases
A creature affected by this spell makes another round. by 1d10 for each slot level above 3rd.
Wisdom saving throw at the end of its turn. On a
successful save, the effect ends for it.

Sorcerer 3rd level Transmutation Sorcerer 3rd level Conjuration Sorcerer (XGE) 3rd level Conjuration

/

TIDAL WAVE TONGUES WALL OF WATER

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Touch 1 action 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, M 1 hour V, S, M Concentration, up to 10

a drop of water a small clay model of a ziggurat minutes

You conjure up a wave of water that crashes This spell grants the creature you touch the a drop of water
down on an area within range. The area can be ability to understand any spoken language it
up to 30 feet long, up to 10 feet wide, and up to hears. Moreover, when the target speaks, any You create a wall of water on the ground at a
10 feet tall. Each creature in that area must creature that knows at least one language and point you can see within range. You can make the
make a Dexterity saving throw. On a failed save, can hear the target understands what it says. wall up to 30 feet long, 10 feet high, and 1 foot
a creature takes 4d8 bludgeoning damage and is thick, or you can make a ringed wall up to 20 feet
knocked prone. On a successful save, a creature in diameter, 20 feet high, and 1 foot thick. The
takes half as much damage and isn't knocked wall vanishes when the spell ends. The wall's
prone. The water then spreads out across the space is dif cult terrain.
ground in all directions, extinguishing Any ranged weapon attack that enters the wall's
unprotected ames in its area and within 30 feet space has disadvantage on the attack roll, and
of it, and then it vanishes.
re damage is halved if the re effect passes
through the wall to reach its target. Spells that
deal cold damage that pass through the wall
cause the area of the wall they pass through to
freeze solid (at least a 5-foot-square section is
frozen). Each 5-foot-square frozen section has
AC 5 and 15 hit points. Reducing a frozen section
to 0 hit points destroys it. When a section is
destroyed, the wall's water doesn't ll it.

Sorcerer (XGE) 3rd level Conjuration Sorcerer 3rd level Divination Sorcerer (XGE) 3rd level Evocation

WATER BREATHING (RITUAL) WATER WALK (RITUAL) BANISHMENT

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 1 hour V, S, M Concentration, up to 1

a short reed or piece of straw a piece of cork minute

This spell grants up to ten willing creatures you This spell grants the ability to move across any an item distasteful to the target
can see within range the ability to breathe liquid surface - such as water, acid, mud, snow,
underwater until the spell ends. Affected quicksand, or lava - as if it were harmless solid You attempt to send one creature that you can see
creatures also retain their normal mode of ground (creatures crossing molten lava can still within range to another place of existence. The target
respiration. take damage from the heat). Up to ten willing must succeed on a Charisma saving throw or be
creatures you can see within range gain this banished.
ability for the duration. If the target is native to the plane of existence you're
If your target a creature submerged in a liquid, on, you banish the target to a harmless demiplane.
the spell carries the target to the surface of the While there, the target is incapacitated. The target
liquid at a rate of 60 feet per round. remains there until the spell ends, at which point the
target reappears in the space it left or in the nearest
unoccupied space if that space is occupied.
If the target is native to a different plane of existence
that the one you're on, the target is banished with a
faint popping noise, returning to its home plane. If the
spell ends before 1 minute has passed, the target
reappears in the space it left or in the nearest
unoccupied space if that space is occupied. Otherwise,
the target doesn't return.
At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th.

Sorcerer 3rd level Transmutation Sorcerer 3rd level Transmutation Sorcerer 4th level Abjuration

BLIGHT CHARM MONSTER CONFUSION [1/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action 90 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 hour V, S, M Concentration, up to 1

Necromantic energy washes over a creature of You attempt to charm a creature you can see minute
your choice that you can see within range, within range. It must make a Wisdom saving
draining moisture and vitality from it. The target throw, and it does so with advantage if you or three nut shells
must make a Constitution saving throw. The your companions are ghting it. If it fails the
target takes 8d8 necrotic damage on a failed saving throw, it is charmed by you until the spell This spell assaults and twists creatures' minds,
save, or half as much damage on a successful ends or until you or your companions do spawning delusions and provoking uncontrolled
one. This spell has no effect on undead or anything harmful to it. The charmed creature is actions. Each creature in a 10-foot-radius sphere
constructs. friendly to you. When the spell ends, the centered on a point you choose within range must
If you target a plant creature or a magical plant, creature knows it was charmed by you. succeed on a Wisdom saving throw when you cast this
it makes the saving throw with disadvantage, At Higher Levels: When you cast this spell spell or be affected by it.
and the spell deals maximum damage to it. using a spell slot of 5th level or higher, you can An affected target can't take reactions and must roll a
If you target a nonmagical plant that isn't a target one additional creature for each slot level d10 at the start of each of its turns to determine its
creature, such as a tree or shrub, it doesn't make above 4th. The creatures must be within 30 feet behavior for that turn.
a saving throw, it simply withers and dies. of each other when you target them. 1: The creature uses all its movement to move in a
At Higher Levels: When you cast this spell random direction. To determine the direction, roll a d8
using a spell slot of 5th level or higher, the and assign a direction to each die face. The creature
damage increases by 1d8 for each slot level doesn't take an action this turn.
above 4th. 2-6: The creature doesn't move or take actions this
turn.
7-8: The creature uses its action to make a melee
attack against a randomly determined creature within
its reach. If there is no creature within its reach, the
creature does nothing this turn.
9-10: The creature can act and move normally. At the
end of its turns, an affected target can make a Wisdom
saving throw. If it succeeds, this effect ends for that

Sorcerer 4th level Necromancy Sorcerer (XGE) 4th level Enchantment Sorcerer 4th level Enchantment

/

CONFUSION [2/2] DIMENSION DOOR DOMINATE BEAST [1/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 500 feet 1 action 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V, S Concentration, up to 1

minute You teleport yourself from your current location minute
to any other spot within range. You arrive at
three nut shells exactly the spot desired. It can be a place you can You attempt to beguile a beast that you can see within
see, one you can visualize, or one you can range. It must succeed on a Wisdom saving throw or
target. describe by stating distance and direction, such be charmed by you for the duration. If you or
At Higher Levels: When you cast this spell as 200 feet straight downward or upward to the creatures that are friendly to you are ghting it, it has
using a spell slot of 5th level or higher, the radius northwest at a 45-degree angle, 300 feet. advantage on the saving throw.
of the sphere increases by 5 feet for each slot You can bring along objects as long as their While the beast is charmed, you have a telepathic link
above 4th. weight doesn't exceed what you can carry. You with it as long as the two of you are on the same plane
can also bring one willing creature of your size or of existence. You can use this telepathic link to issue
smaller who is carrying gear up to its carrying commands to the creature while you are conscious (no
capacity. The creature must be within 5 feet of action required), which it does its best to obey. You
you when you cast this spell. can specify a simple and general course of action, such
If you would arrive in a place already occupied by as Attack that creature, Run over there, or Fetch that
an object or a creature, you and any creature object. If the creature completes the order and
traveling with you each take 4d6 force damage, doesn't receive further direction from you, it defends
and the spell fails to teleport you. and preserves itself to the best of its ability.
You can use your action to take total and precise
control of the target. Until the end of your next turn,
the creature takes only the actions you choose, and
doesn't do anything that you don't allow it to do.
During this time, you can also cause the creature to
use a reaction, but this requires you to use your own
reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
throw

Sorcerer 4th level Enchantment Sorcerer 4th level Conjuration Sorcerer 4th level Enchantment

DOMINATE BEAST [2/2] GREATER INVISIBILITY ICE STORM

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action 300 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous

minute minute a pinch of dust and a few drops of water

succeeds, the spell ends. You or a creature you touch becomes invisible A hail of rock-hard ice pounds to the ground in a
At Higher Levels: When you cast this spell until the spell ends. Anything the target is 20-foot-radius, 40-foot-high cylinder centered
with a 5th-level spell slot, the duration is wearing or carrying is invisible as long as it is on on a point within range. Each creature in the
concentration, up to 10 minutes. When you use a the target's person. cylinder must make a Dexterity saving throw. A
6th-level spell slot, the duration is concentration, creature takes 2d8 bludgeoning damage and 4d6
up to 1 hour. When you use a spell slot of 7th cold damage on a failed save, or half as much
level or higher, the duration is concentration, up damage on a successful one.
to 8 hours. Hailstones turn the storm's area of effect into
dif cult terrain until the end of your next turn.
At Higher Levels: When you cast this spell
using a spell slot of 5th level or higher, the
bludgeoning damage increases by 1d8 for each
slot level above 4th.

Sorcerer 4th level Enchantment Sorcerer 4th level Illusion Sorcerer 4th level Evocation

POLYMORPH [1/2] POLYMORPH [2/2] SICKENING RADIANCE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 120 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 10

hour hour minutes

a caterpillar cocoon a caterpillar cocoon Dim, greenish light spreads within a 30-foot-
radius sphere centered on a point you choose
This spell transforms a creature with at least 1 hit The creature is limited in the actions it can within range. The light spreads around corners,
point that you can see within range into a new form. perform by the nature of its new form, and it and it lasts until the spell ends.
An unwilling creature must make a Wisdom saving can't speak, cast spells, or take any other action When a creature moves into the spell's area for
throw to avoid the effect. A shapechanger that requires hands or speech. the rst time on a turn or starts its turn there,
automatically succeeds on this saving throw. The target's gear melds into the new form. The that creature must succeed on a Constitution
The transformation lasts for the duration, or until the creature can't activate, use, wield, or otherwise saving throw or take 4d10 radiant damage, and it
target drops to 0 hit points or dies. The new form can bene t from any of its equipment. suffers one level of exhaustion and emits a dim,
be any beast whose challenge rating is equal to or less greenish light in a 5-foot radius. This light makes
than the target's (or the target's level, if it doesn't have it impossible for the creature to bene t from
a challenge rating). The target's game statistics, being invisible. The light and any levels of
including mental ability scores, are replaced by the exhaustion caused by this spell go away when
statistics of the chosen beast. It retains its alignment the spell ends.
and personality.
The target assumes the hit points of its new form.
When it reverts to its normal form, the creature
returns to the number of hit points it had before it
transformed. If it reverts as a result of dropping to 0
hit points, any excess damage carries over to its
normal form. As long as the excess damage doesn't
reduce the creature's normal form to 0 hit points, it
isn't knocked unconscious.

Sorcerer 4th level Transmutation Sorcerer 4th level Transmutation Sorcerer (XGE) 4th level Evocation

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STONESKIN STORM SPHERE VITRIOLIC SPHERE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 150 feet 1 action 150 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous

hour minute a drop of giant slug bile

diamond dust worth 100 gp, which the spell A 20-foot-radius sphere of whirling air springs into You point at a location within range, and a
consumes existence centered on a point you choose within glowing 1-foot ball of emerald acid streaks there
range. The sphere remains for the spell's duration. and explodes in a 20-foot radius sphere. Each
This spell turns the esh of a willing creature you Each creature in the sphere when it appears or that creature in that area must make a Dexterity
touch as hard as stone. Until the spell ends, the ends its turn there must succeed on a Strength saving saving throw. On a failed save, a creature takes
target has resistance to nonmagical bludgeoning, throw or take 2d6 bludgeoning damage. The sphere's 10d4 acid damage and 5d4 acid damage at the
piercing, and slashing damage. space is dif cult terrain. end of its next turn. On a successful save, a
Until the spell ends, you can use a bonus action on creature takes half the initial damage and no
each ofyour turns to cause a bolt of lightning to leap damage at the end of its next turn.
from the center of the sphere toward one creature At Higher Levels. When you cast this spell
you choose within 60 feet of the center. Make a using a spell slot of 5th level or higher, the initial
ranged spell attack. You have advantage on the attack damage increases by 2d4 for each slot level
roll if the target is in the sphere. On a hit, the target above 4th.
takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have
disadvantage on Wisdom (Perception) checks made to
listen.
At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, the damage for each of
its effects increases by 1d6 for each slot level above
4th.

Sorcerer 4th level Abjuration Sorcerer (XGE) 4th level Evocation Sorcerer (XGE) 4th level Evocation

WALL OF FIRE WATERY SPHERE [1/2] WATERY SPHERE [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 90 feet 1 action 90 feet

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

minute minute minute

a small piece of phosphorus a droplet of water a droplet of water

You create a wall of re on a solid surface within You conjure up a sphere of water with a 5-foot radius action, you can move the sphere up to 30 feet in
range. You can make the wall up to 60 feet long, 20 on a point you can see within range. The sphere can a straight line. If it moves over a pit, a cliff, or
feet high, and 1 foot think, or a ringed wall up to 20 hover but no more than 10 feet off the ground. The other drop-off, it safely descends until it is
feet in diameter, 20 feet high, and 1 foot think. The sphere remains for the spell's duration. hovering 10 feel above the ground. Any creature
wall is opaque and lasts for the duration. Any creature in the sphere's space must make a restrained by the sphere moves with it. You can
When the wall appears, each creature within its area Strength saving throw. On a successful save, a ram the sphere into creatures, forcing them to
must make a Dexterity saving throw. On a failed save, creature is ejected from that space to the nearest make the saving throw.
a creature takes 5d8 re damage, or half as much unoccupied space of the creature's choice outside the When the spell ends, the sphere falls to the
damage on a successful save. sphere. A Huge or larger creature succeeds on the ground and extinguishes all normal ames within
One side of the wall, selected by you when you cast saving throw automatically, and a Large or smaller 30 feet of it. Any creature restrained by the
this spell, deals 5d8 re damage to each creature that creature can choose to fail it. On a failed save, a sphere is knocked prone in the space where it
ends its turn within 10 feet of that side or inside the creature is restrained by the sphere and is engulfed by falls. The water then vanishes.
wall. A creature takes the same damage when it enters the water. At the end of each of its turns, a restrained
the wall for the rst time on a turn or ends its turn target can repeat the saving throw, ending the effect
there. The other side of the wall deals no damage. on itself on a success.
At Higher Levels: When you cast this spell using a The sphere can restrain as many as four Medium or
spell slot of 5th level or higher, the damage increases smaller creatures or one Large creature. If the sphere
by 1d8 for each slot level above 4th. restrains a creature that causes it to exceed this
capacity, a random creature that was already
restrained by the sphere falls out of it and lands prone
in a space within 5 feet of it.
As an

Sorcerer 4th level Evocation Sorcerer (XGE) 4th level Conjuration Sorcerer (XGE) 4th level Conjuration

ANIMATE OBJECTS [1/2] ANIMATE OBJECTS [2/2] CLOUDKILL

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S Concentration, up to 10

minute minute minutes

Objects come to life at your command. Choose up to objects lack legs or other appendages it can use for You create a 20-foot-radius sphere of poisonous,
ten nonmagical objects within range that are not being locomotion, it instead has a ying speed of 30 feet and yellow-green fog centered on a point you choose
worn or carried. Medium targets count as two objects, can hover. If the object is securely attached to a within range. The fog spreads around corners. It lasts
Large targets count as four objects, Huge targets surface or larger object, such as a chain bolted to a for the duration or until strong wind disperses the fog,
count as eight objects. You can't animate any object wall, its speed is 0. It has blindsight with a radius of 30 ending the spell. Its area is heavily obscured.
larger than Huge. Each target animates and becomes a feet and is blind beyond that distance. When the When a creature enters the spell's area for the rst
creature under your control until the spell ends or animated object drops to 0 hit points, it reverts to its time on a turn or starts its turn there, that creature
until reduced to 0 hit points. original object form, and any remaining damage must make a Constitution saving throw. The creature
As a bonus action, you can mentally command any carries over to its original object form. takes 5d8 poison damage on a failed save, or half as
creature you made with this spell if the creature is If you command an object to attack, it can make a much damage on a successful one. Creatures are
within 500 feet of you (if you control multiple single melee attack against a creature within 5 feet of affected even if they hold their breath or don't need to
creatures, you can command any or all of them at the it. It makes a slam attack with an attack bonus and breathe.
same time, issuing the same command to each one). bludgeoning damage determine by its size. The DM The fog moves 10 feet away from you at the start of
You decide what action the creature will take and might rule that a speci c object in icts slashing or each of your turns, rolling along the surface of the
where it will move during its next turn, or you can piercing damage based on its form. ground. The vapors, being heavier than air, sink to the
issue a general command, such as to guard a particular Animated Object Statistics lowest level of the land, even pouring down openings.
chamber or corridor. If you issue no commands, the Size. . , HP, AC, Hit, Damage,Str,Dex At Higher Levels: When you cast this spell using a
creature only defends itself against hostile creatures. Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18 spell slot of 6th level or higher, the damage increases
Once given an order, the creature continues to follow Small , 25, 16, +6 , 1d8 + 2. , 6 , 14 by 1d8 for each slot level above 5th.
it until its task is complete. Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12
An animated object is a construct with AC, hit points, Large , 50, 10, +6 , 2d10 +2,14, 10
attacks, Strength, and Dexterity determine by its size. Huge. , 80, 10, +8 , 2d12 +4,18 , 6
Its Constitution is 10 and its Intelligence and Wisdom At Higher Levels: If you cast this spell using a spell
are 3, and its Charisma is 1. Its speed is 30 feet, if the slot of 6th level or higher, you can animate two
additional objects for each slot level above 5th.

Sorcerer 5th level Transmutation Sorcerer 5th level Transmutation Sorcerer 5th level Conjuration

/

CONE OF COLD CONTROL WINDS [1/2] CONTROL WINDS [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot cone) 1 action 300 feet 1 action 300 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V, S Concentration, up to 1

a small crystal or glass cone hour hour

A blast of cold air erupts from your hands. Each You take control of the air in a 100-foot cube that you Updraft: You cause a sustained updraft within
creature in a 60-foot cone must make a can see within range. Choose one of the following the cube, rising upward from the cube's bottom
Constitution saving throw. A creature takes 8d8 effects when you cast the spell. The effect lasts for the side. Creatures that end a fall within the cube
cold damage on a failed save, or half as much spell's duration, unless you use your action on a later take only half damage from the fall. When a
damage on a successful one. turn to switch to a different effect. You can also use creature in the cube makes a vertical jump, the
A creature killed by this spell becomes a frozen your action to temporarily halt the effect or to restart creature can jump up to 10 feet higher than
statue until it thaws. one you've halted. normal.
At Higher Levels: When you cast this spell Gblouwstisng: Ainwainhdorpizicoknstualpdwiriethctiniotnhyeocuubdee,scigonnattine.uYaolluy
using a spell slot of 6th level or higher, the choose the intensity of the wind: calm, moderate, or
damage increases by 1d8 for each slot level strong. If the wind is moderate or strong, ranged
above 5th. weapon attacks that enter or leave the cube or pass
through it have disadvantage on their attack rolls. If
the wind is strong, any creature moving against the
wind must spend 1 extra foot of movement for each
foot moved.
Dwoinwdntodbralofwt: Ydoouwcnawuaserdafsruosmtatihneedtobplaosfttohfescturobneg.
Ranged weapon attacks that pass through the cube or
that are made against targets within it have
disadvantage on their attack rolls . A creature must
make a Strength saving throw if it ies into the cube
for the rst time on a turn or starts its turn there

ying. On a failed save, the creature is knocked prone.

Sorcerer 5th level Evocation Sorcerer (XGE) 5th level Transmutation Sorcerer (XGE) 5th level Transmutation

CREATION DOMINATE PERSON [1/2] DOMINATE PERSON [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 action 60 feet 1 action 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Special V, S Concentration, up to 1 V, S Concentration, up to 1

a tiny piece of matter of the same type of the item minute minute
you plan to create
You attempt to beguile a humanoid that you can see throw succeeds, the spell ends.
You pull wisps of shadow material from the within range. It must succeed on a Wisdom saving At Higher Levels: When you cast this spell
Shadowfell to create a nonliving object of vegetable throw or be charmed by you for the duration. If you or using a 6th-level spell slot, the duration is
matter within range - soft goods, rope, wood, or creatures that are friendly to you are ghting it, it has concentration, up to 10 minutes. When you use a
something similar. You can also use this spell to create advantage on the saving throw. 7th-level spell slot, the duration is concentration,
mineral objects such as stone, crystal, or metal. The While the target is charmed, you have a telepathic link up to 1 hour. When you use a spell slot of 8th
object created must be no larger than a 5-foot cube, with it as long as the two of you are on the same plane level or higher, the duration is concentration, up
and the object must be of a form and material that you of existence. You can use this telepathic link to issue to 8 hours.
have seen before. commands to the creature while you are conscious (no
The duration depends on the object's material. If the action required), which it does its best to obey. You
object is composed of multiple materials, use the can specify a simple and general course of action, such
shortest duration. as Attack that creature, Run over there, or Fetch that
Dhouurrast.iPorne:cVioeugsemtaebtlaelms -a1ttheoru- r1. Gdaeym. Sst-o1n0e/mcrinyusttaels-. 12 object. If the creature completes the order and
Adamantine/Mithral - 1 minute. doesn't receive further direction from you, it defends
Using any material created by this spell as another and preserves itself to the best of its ability.
spell's material component causes that spell to fail. You can use your action to take total and precise
sApteHll isglohteorf L6ethvleelvse:lWorhheinghyoeru, cast this spell using a control of the target. Until the end of your next turn,
the cube increases by 5 the creature takes only the actions you choose, and
feet for each slot level above 5th. doesn't do anything that you don't allow it to do.
During this time you can also cause the creature to
use a reaction, but this requires you to use your own
reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving

Sorcerer 5th level Illusion Sorcerer 5th level Enchantment Sorcerer 5th level Enchantment

ENERVATION FAR STEP HOLD MONSTER

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 bonus action Self 1 action 90 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Concentration, up to 1 V, S, M Concentration, up to 1

minute minute minute

A tendril of inky darkness reaches out from you, You teleport up to 60 feet to an unoccupied a small, straight piece of iron
touching a creature you can see within range to space you can see. On each of your turns before
drain life from it. The target must make a the spell ends, you can use a bonus action to Choose a creature that you can see within range.
Dexterity saving throw. On a successful save, the teleport in this way again. The target must succeed on a Wisdom saving
target takes 2d8 necrotic damage, and the spell throw or be paralyzed for the duration. This spell
ends . On a failed save, the target takes 4d8 has no effect on undead. At the end of each of its
necrotic damage, and until the spell ends, you turns, the target can make another Wisdom
can use your action on each of your turns to saving throw. On a success, the spell ends on the
automatically deal 4d8 necrotic damage to the target.
target. The spell ends if you use your action to do At Higher Levels: When you cast this spell
anything else, if the target is ever outside the using a spell slot of 6th level or higher, you can
spell's range, or if the target has total cover from target on additional creature for each slot level
you. above 5th. The creatures must be within 30 feet
Whenever the spell deals damage to a target, of each other when you target them.
you regain hit points equal to half the amount of
necrotic damage the target takes.
At Higher Levels: When you cast this spell
using a spell slot of 6th level or higher, the
damage increases by 1d8 for each slot level
above 5th.

Sorcerer (XGE) 5th level Necromancy Sorcerer (XGE) 5th level Conjuration Sorcerer 5th level Enchantment

/

IMMOLATION INSECT PLAGUE SEEMING [1/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 300 feet 1 action 30 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Concentration, up to 10 V, S 8 hours

minute minutes This spell allows you to change the appearance of any
number of creatures that you can see within range.
Flames wreathe one creature you can see within a few grains of sugar, some kernels of grain, and a You give each target you choose a new, illusory
range. The target must make a Dexterity saving smear of fat appearance. An unwilling target can make a Charisma
throw. It takes 8d6 re damage on a failed save, saving throw, and if it succeeds, it is unaffected by this
or half as much damage on a successful one. On a Swarming, biting locusts ll a 20-foot-radius spell.
failed save, the target also burns for the spell's sphere centered on a point you choose within The spell disguises physical appearances as well as
duration. The burning target sheds bright light in range. The sphere spreads around corners. The clothing, armor, weapons, and equipment. You can
a 30-foot radius and dim light for an additional sphere remains for the duration, and its area is make each creature seem 1 foot shorter or taller and
30 feet. At the end of each of its turns, the target lightly obscured. The sphere's area is dif cult appear thin, fat, or in-between. You can't change a
repeats the saving throw. It takes 4d6 re terrain. target's body type, so you must choose a form that has
damage on a failed save, and the spell ends on a When the area appears, each creature in it must the same basic arrangement of limbs. Otherwise, the
successful one. These magical ames can't be make a Constitution saving throw. A creature extent of the illusion is up to you. The spell lasts for
extinguished by nonmagical means. takes 4d10 piercing damage on a failed save, or the duration, unless you use your action to dismiss it
If damage from this spell kills a target, the target half as much damage on a successful one. A sooner.
is turned to ash. creature must also make this saving throw when The changes wrought by this spell fail to hold up to
it enters the spell's area for the rst time on a physical inspections. For example, if you use this spell
turn or ends its turn there. to add a hat to a creature's out t objects pass through
At Higher Levels: When you cast this spell the hat, and anyone who touches it would feel nothing
using a spell slot of 6th level or higher, the or would feel the creature's head and hair. If you use
damage increases by 1d10 for each slot level this spell to appear thinner then you are, the hand of
above 5th. someone who reaches out to touch you would bump
into you while it was seemingly still in midair.
A creature can use its action to inspect a target and
make an Intelligence

Sorcerer (XGE) 5th level Evocation Sorcerer 5th level Conjuration Sorcerer 5th level Illusion

SEEMING [2/2] SKILL EMPOWERMENT SYNAPTIC STATIC

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action 120 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 8 hours V, S Concentration, up to 1 V, S Instantaneous

(Investigation) check against your spell save DC. hour You choose a point within range and cause
If it succeeds, it becomes aware that the target is psychic energy to explode there. Each creature
disguised. Your magic deepens a creature's understanding in a 20-foot-radius sphere centered on that point
of its own talent. You touch one willing creature must make an Intelligence saving throw. A
and give it expertise in one skill of your choice. creature with an Intelligence score of 2 or lower
Until the spell ends, the creature doubles its can't be affected by this spell. A target takes 8d6
pro ciency bonus for ability checks it makes that psychic damage on a failed save, or half as much
use the chosen skill. damage on a successful one.
You must choose a skill in which the target is After a failed save, a target has muddled
pro cient and that isn't already bene ting from thoughts for 1 minute. During that time, it rolls a
an effect, such as Expertise, that doubles its d6 and subtracts the number rolled from all its
pro ciency bonus. attack rolls and ability checks, as well as its
Constitution saving throws to maintain
concentration. The target can make an
Intelligence saving throw at the end of each of its
turns, ending the effect on itself on a success.

Sorcerer 5th level Illusion Sorcerer (XGE) 5th level Transmutation Sorcerer (XGE) 5th level Enchantment

TELEKINESIS [1/2] TELEKINESIS [2/2] TELEPORTATION CIRCLE [1/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 minute 10 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S Concentration, up to 10 V, M 1 round

minutes minutes rare chalks and inks infused with precious gems with
50 gp, which the spell consumes
You gain the ability to move or manipulate creatures object is worn or carried by a creature, you must
or objects by thought. When you cast the spell, and as make an ability check with your spellcasting As you cast the spell, you draw a 10-foot-diameter
your action each round for the duration, you can exert ability contested by that creature's Strength circle on the ground inscribed with sigils that link your
your will on one creature or object that you can see check. If you succeed, you pull the object away location to a permanent teleportation circle of your
within range, causing the appropriate effect below. from that creature and can move it up to 30 feet choice whose sigil sequence you know and that is on
You can affect the same target round after round, or in any direction but not beyond the range of this the same plane of existence as you. A shimmering
choose a new one at any time. If you switch targets, spell. portal opens within the circle you drew and remains
the prior target is no longer affected by the spell. You can exert ne control on objects with your open until the end of your next turn. Any creature that
Creature: You can try to move a Huge or smaller telekinetic grip, such as manipulating a simple enters the portal instantly appears within 5 feet of the
creature. Make an ability check with your spellcasting tool, opening a door or a container, stowing or destination circle or in the nearest unoccupied space if
ability contested by the creature's Strength check. If retrieving an item from an open container, or that space is occupied.
you win the contest, you move the creature up to 30 pouring the contents from a vial. Many major temples, guilds, and other important
feet in any direction, including upward but not beyond places have permanent teleportation circles inscribed
the range of this spell. Until the end of your next turn, somewhere within their con nes. Each such circle
the creature is restrained in your telekinetic grip. A includes a unique sigil sequence - a string of magical
creature lifted upward is suspended in mid-air. runes arranged in a particular pattern. When you rst
On subsequent rounds, you can use your action to gain the ability to cast this spell, you learn the sigil
attempt to maintain your telekinetic grip on the sequences for two destinations on the Material Plane,
creature by repeating the contest. determined by the DM. You can learn additional sigil
Object: You can try to move an object that weighs up sequences during your adventures. You can commit a
to 1,000 pounds. If the object isn't being worn or new sigil sequence to memory after studying it for 1
carried, you automatically move it up to 30 feet in any
direction, but not beyond the range of this spell.
If the

Sorcerer 5th level Transmutation Sorcerer 5th level Transmutation Sorcerer 5th level Conjuration

/

TELEPORTATION CIRCLE [2/2] WALL OF LIGHT [1/2] WALL OF LIGHT [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 action 120 feet 1 action 120 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 round V, S, M Concentration, up to 10 V, S, M Concentration, up to 10

rare chalks and inks infused with precious gems with minutes minutes
50 gp, which the spell consumes
a hand mirror a hand mirror

minute. A shimmering wall of bright light appears at a point it. Make a ranged spell attack. On a hit, the target
You can create a permanent teleportation circle you choose within range. The wall appears in any takes 4d8 radiant damage. Whether you hit or
by casting this spell in the same location every orientation you choose: horizontally, vertically, or miss, reduce the length of the wall by 10 feet. If
day for one year. You need not use the circle to diagonally. It can be free oating, or it can rest on a the wall's length drops to 0 feet, the spell ends.
teleport when you cast the spell in this way. solid surface. The wall can be up to 60 feet long, 10 At Higher Levels: When you cast this spell
feet high, and 5 feet thick. The wall blocks line of sight, using a spell slot of 6th level or higher, the
but creatures and objects can pass through it. It emits damage increases by 1d8 for each slot level
bright light out to 120 feet and dim light for an above 5th.
additional 120 feet.
When the wall appears, each creature in its area must
make a Constitution saving throw. On a failed save, a
creature takes 4d8 radiant damage, and it is blinded
for 1 minute. On a successful save, it takes half as
much damage and isn't blinded. A blinded creature can
make a Constitution saving throw at the end of each of
its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes
4d8 radiant damage.
Until the spell ends, you can use an action to launch a
beam of radiance from the wall at one creature you
can see within 60 feet of

Sorcerer 5th level Conjuration Sorcerer (XGE) 5th level Evocation Sorcerer (XGE) 5th level Evocation

WALL OF STONE [1/2] WALL OF STONE [2/2] ARCANE GATE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 500 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S Concentration, up to 10

minutes minutes minutes

a small block of granite a small block of granite You create linked teleportation portals that remain
open for the duration. Choose two points on the
A nonmagical wall of solid stone springs into existence than 20 feet in length, you must halve the size of ground that you can see, one point within 10 feet of
at a point you choose within range. The wall is 6 inches each panel to create supports. You can crudely you and one point within 500 feet of you. A circular
thick and is composed of ten 10-foot-by-10-foot shape the wall to create crenellations, portal, 10 feet in diameter, opens over each point. If
panels. Each panel must be contiguous with at least on battlements, and so on. the portal would open in the space occupied by a
other panel. Alternatively, you can create 10-foot-by- The wall is an object made of stone that can be creature, the spell fails, and the casting is lost.
20-foot panels that are only 3 inches thick. damaged and thus breached. Each panel has AC The portals are two-dimensional glowing rings lled
If the wall cuts through a creature's space when it 15 and 30 hit points per inch of thickness. with mist, hovering inches from the ground and
appears, the creature is pushed to one side of the wall Reducing a panel to 0 hit points destroys it and perpendicular to it at the points you choose. A ring is
(your choice). If a creature would be surrounded on all might cause connected panels to collapse at the visible only from one side (your choice), which is the
sides by the wall (or the wall and another solid DM's discretion. side that functions as a portal.
surface), that creature can make a Dexterity saving If you maintain your concentration on this spell Any creature or object entering the portal exits from
throw. On a success, it can use its reaction to move up for its whole duration, the wall becomes the other portal as if the two were adjacent to each
to its speed so that it is no longer enclosed by the wall. permanent and can't be dispelled. Otherwise, other, passing through a portal from the non-portal
The wall can have any shape you desire, though it can't the wall disappears when the spell ends. side has no effect. The mist that lls each portal is
occupy the same space as a creature or object. The opaque and blocks vision through it. On your turn, you
wall doesn't need to be vertical or resting on any rm can rotate the rings as a bonus action so that the
foundation. It must, however, merge with and be active side faces in a different direction.
solidly supported by existing stone. Thus you can use
this spell to bridge a chasm or create a ramp.
If you create a span greater

Sorcerer 5th level Evocation Sorcerer 5th level Evocation Sorcerer 6th level Conjuration

CHAIN LIGHTNING CIRCLE OF DEATH DISINTEGRATE [1/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action 150 feet 1 action 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M Instantaneous

a bit of fur, a piece of amber, glass, or crystal rod, and the powder of a crushed black pearl worth at least a lodestone and a pinch of dust
three silver pins 500 gp
A thin green ray springs from your pointing nger to a
You create a bolt of lightning that arcs toward a A sphere of negative energy ripples out in a 60- target that you can see within range. The target can be
target of your choice that you can see within foot-radius sphere from a point within range. a creature, an object, or a creation of magical force,
range. Three bolts then leap from that target to Each creature in that area must make a such as the wall created by Wall of Force.
as many as three other targets, each of which Constitution saving throw. A target takes 8d6 A creature targeted by this spell must make a
must be within 30 feet of the rst target. A necrotic damage on a failed save, or half as much Dexterity saving throw. On a failed save, the target
target can be a creature or an object and can be damage on a successful one. takes 10d6+40 force damage. If this damage reduces
targeted by only one of the bolts. At Higher Levels: When you cast this spell the target to 0 hit points, it is disintegrated.
A target must make a Dexterity saving throw. using a spell slot of 7th level or higher, the A disintegrated creature and everything it is wearing
The target takes 10d8 lightning damage on a damage increases by 2d6 for each slot level and carrying, except magic items, are reduced to a pile
failed save, or half as much on a successful one. above 6th. of ne gray dust. The creature can be restored to life
At Higher Levels: When you cast this spell only by means of a true resurrection or a wish spell.
using a spell slot of 7th level or higher, one This spell automatically disintegrates a Large or
additional bolt leaps from the rst target to smaller nonmagical object or a creation of magical
another target for each slot level above 6th. force. If the target is a Huge or larger object or
creation of force, this spell disintegrates a 10-foot-
cube portion of it. A magic item is unaffected by this
spell.
At Higher Levels: When you cast this spell using a
spell slot of 7th level or higher, the damage increases
by 3d6

Sorcerer 6th level Evocation Sorcerer 6th level Necromancy Sorcerer 6th level Transmutation

/

DISINTEGRATE [2/2] EYEBITE GLOBE OF INVULNERABILITY

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self 1 action Self (10-foot radius)

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V, S, M Concentration, up to 1

a lodestone and a pinch of dust minute minute

for each slot level above 6th. For the spell's duration, your eyes become an inky void a glass or crystal bead that shatters when the spell
imbued with dread power. One creature of your ends
choice within 60 feet of you that you can see must
succeed on a Wisdom saving throw or be affected by An immobile, faintly shimmering barrier springs
one of the following effects of your choice for the into existence in a 10-foot radius around you and
duration. On each of your turns until the spell ends, remains for the duration.
you can use your action to target another creature but Any spell of 5th level or lower cast from outside
can't target a creature again if it has succeeded on a the barrier can't affect creatures or objects
saving throw against this casting of eyebite. within it, even if the spell is cast using a higher
Asleep: The target falls unconscious. It wakes up if it level spell slot. Such a spell can target creatures
takes any damage or if another creature uses its and objects within the barrier, but the spell has
action to shake the sleeper awake. no effect on them. Similarly, the area within the
Panicked: The target is frightened of you. On each of barrier is excluded from the areas affected by
its turns, the frightened creature must take the Dash such spells.
action and move away from you by the safest and At Higher Levels: When you cast this spell
shortest available route, unless there is nowhere to using a spell slot of 7th level or higher, the
move. If the target moves to a place at least 60 feet barrier blocks spells of one level higher for each
away from you where it can no longer see you, this slot level above 6th.
effect ends.
Sickened: The target has disadvantage on attack
rolls and ability checks. At the end of each of its turns,
it can make another Wisdom saving throw. If it
succeeds, the effect ends.

Sorcerer 6th level Transmutation Sorcerer 6th level Necromancy Sorcerer 6th level Abjuration

INVESTITURE OF FLAME INVESTITURE OF ICE INVESTITURE OF STONE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Self

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S Concentration, up to 10 V, S Concentration, up to 10

minutes minutes minutes

Flames race across your body, shedding bright Until the spell ends, ice rimes your body, and you Until the spell ends, bits of rock spread across
light in a 30-foot radius and dim light for an gain the following bene ts: your body, and you gain the following bene ts:
additional 30 feet for the spell's duration. The • You are immune to cold damage and have • You have resistance to bludgeoning, piercing,
resistance to re damage. and slashing damage from nonmagical attacks.
ames don't harm you. Until the spell ends, you • You can move across dif cult terrain created • You can use your action to create a small
gain the following bene ts: by ice or snow without spending extra earthquake on the ground in a 15-foot radius
• You are immune to re damage and have movement. centered on you. Other creatures on that ground
resistance to cold damage. • The ground in a 10-foot radius around you is must succeed on a Dexterity saving throw or be
• Any creature that moves within 5 feet of you icy and is dif cult terra in for creatures other knocked prone.
for the rst time on a turn or ends its turn there than you. The radius moves with you. • You can move across dif cult terrain made of
takes 1d10 re damage. • You can use your action to create a 15-foot earth or stone without spending extra
• You can use your action to create a line of re cone of freezing wind extending from your movement. You can move through solid earth or
15 feet long and 5 feet wide extending from you outstretched hand in a direction you choose. stone as if it was air and without destabilizing it,
in a direction you choose. Each creature in the Each creature in the cone must make a but you can't end your movement there. If you
line must make a Dexterity saving throw. A Constitution saving throw. A creature takes 4d6 do so, you are ejected to the nearest unoccupied
creature takes 4d8 re damage on a failed save, cold damage on a failed save, or half as much da space, this spell ends, and you are stunned until
or half as much damage on a successful one. mage on a successful one. A creature that fails its the end of your next turn.
save against this effect has its speed halved until
the start of your next turn.

Sorcerer (XGE) 6th level Transmutation Sorcerer (XGE) 6th level Transmutation Sorcerer (XGE) 6th level Transmutation

INVESTITURE OF WIND MASS SUGGESTION [1/2] MASS SUGGESTION [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, M 24 hours V, M 24 hours

minutes a snake's tongue and either a bit of honeycomb or a a snake's tongue and either a bit of honeycomb or a
drop of sweet oil drop of sweet oil
Until the spell ends, wind whirls around you, and
you gain the following bene ts: You suggest a course of activity (limited to a sentence they meet. If the condition isn't met before the
• Ranged weapon attacks made against you have or two) and magically in uence up to twelve creatures spell ends, the activity isn't performed.
disadvantage on the attack roll. of your choice that you can see within range and that If you or any of your companions damage a
• You gain a ying speed of 60 feet. If you are still can hear and understand you. Creatures that can't be creature affected by this spell, the spell ends for
charmed are immune to this effect. The suggestion that creature.
ying when the spell ends, you fall, unless you must be worded in such a manner as to make the At Higher Levels: When you cast this spell
can somehow prevent it. course of action sound reasonable. Asking the using a 7th-level spell slot, the duration is 10
• You can use your action to create a 15-foot creature to stab itself, throw itself onto a spear, days. When you use an 8th-level spell slot, the
cube of swirling wind centered on a point you immolate itself, or do some other obviously harmful duration is 30 days. When you use a 9th-level
can see within 60 feet ofyou. Each creature in act automatically negates the effect of the spell. spell slot, the duration is a year and a day.
that area must make a Constitution saving Each target must make a Wisdom saving throw. On a
throw. A creature takes 2d10 bludgeoning failed save, it pursues the course of action you
damage on a failed save, or half as much damage described to the best of its ability. The suggested
on a successful one. If a Large or smaller creature course of action can continue for the entire duration.
fails the save, that creature is also pushed up to If the suggested activity can be completed in a shorter
10 feet away from the center of the cube. time, the spell ends when the subject nishes what it
was asked to do.
You can also specify conditions that will trigger a
special activity during the duration. For example, you
might suggest that a group of soldiers give all their
money to the rst beggar

Sorcerer (XGE) 6th level Transmutation Sorcerer 6th level Enchantment Sorcerer 6th level Enchantment

/

MENTAL PRISON MOVE EARTH [1/2] MOVE EARTH [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action 120 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 V, S, M Concentration, up to 2 V, S, M Concentration, up to 2

minute hours hours

You attempt to bind a creature within an illusory an iron blade and a small bag containing a mixture an iron blade and a small bag containing a mixture
cell that only it perceives. One creature you can of soils - clay, loam, and sand of soils - clay, loam, and sand
see within range must make an Intelligence
saving throw. The target succeeds automatically Choose an area of terrain no larger than 40 feet on a might collapse.
if it is immune to being charmed. On a successful side within range. You can reshape dirt, sand, or clay in Similarly, this spell doesn't directly affect plant
save, the target takes 5d10 psychic damage, and the area in any manner you choose for the duration. growth. The moved earth carries any plants
the spell ends. On a failed save, the target takes You can raise or lower the area's elevation, create or along with it.
5d10 psychic damage, and you make the area
immediately around the target's space appear ll in a trench, erect or atten a wall, or form a pillar.
dangerous to it in some way. You might cause the The extent of any such changes can't exceed half the
target to perceive itself as being surrounded by area's largest dimension. So, if you affect a 40-foot
square, you can create a pillar up to 20 feet high, raise
re, oating razors, or hideous maws lled with or lower the square's elevation by up to 20 feet, dig a
dripping teeth. Whatever form the illusion takes, trench up to 20 feet deep, and so on. It takes 10
the target can't see or hear anything beyond it minutes for these changes to complete.
and is restrained for the spell's duration. If the At the end of every 10 minutes you spend
target is moved out of the illusion, makes a melee concentrating on the spell, you can choose a new area
attack through it, or reaches any part of its body of terrain to affect.
through it, the target takes 10d10 psychic Because the terrain's transformation occurs slowly,
damage, and the spell ends. creatures in the area can't usually be trapped or
injured by the ground's movement.
This spell can't manipulate natural stone or stone
construction. Rocks and structures shift to
accommodate the new terrain. If the way you shape
the terrain would make a structure unstable, it

Sorcerer (XGE) 6th level Illusion Sorcerer 6th level Transmutation Sorcerer 6th level Transmutation

SCATTER SUNBEAM TRUE SEEING

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self (60-foot line) 1 action Touch

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Concentration, up to 1 V, S, M 1 hour

The air quivers around up to ve creatures of minute an ointment for the eyes that costs 25 gp, is made
your choice that you can see within range. An from mushroom powder, saffron, and fat, and is
unwilling creature must succeed on a Wisdom a magnifying glass consumed by the spell
saving throw to resist this spell. You teleport
each affected target to an unoccupied space that A beam of brilliant light ashes out from your This spell gives the willing creature you touch
you can see within 120 feet of you. That space hand in a 5-foot-wide, 60-foot-line. Each the ability to see things as they actually are. For
must be on the ground or on a oor. creature in the line must make a Constitution the duration, the creature has truesight, notices
saving throw. On a failed save, a creature takes secret doors hidden by magic, and can see into
6d8 radiant damage and is blinded until your the Ethereal Plane, all out to a range of 120 feet.
next turn. On a successful save, it takes half as
much damage and isn't blinded by this spell.
Undead and oozes have disadvantage on this
saving throw.
You can create a new line of radiance as your
action on any turn until the spell ends.
For the duration, a mote of brilliant radiance
shines in your hand. It sheds bright light in a 30-
foot radius and dim light for an additional 30
feet. The light is sunlight.

Sorcerer (XGE) 6th level Conjuration Sorcerer 6th level Evocation Sorcerer 6th level Divination

CROWN OF STARS DELAYED BLAST FIREBALL [1/2] DELAYED BLAST FIREBALL [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 150 feet 1 action 150 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S, M Concentration, up to 1 V, S, M Concentration, up to 1

Seven star-like motes of light appear and orbit minute minute
your head until the spell ends. You can use a
bonus action to send one of the motes streaking a tine ball of bat guano and sulfur a tine ball of bat guano and sulfur
toward one creature or object within 120 feet of
you. When you do so, make a ranged spell attack. A beam of yellow light ashes from your pointing explodes.
On a hit, the target takes 4d12 radiant damage. nger, then condenses to linger at a chosen point The re damages objects in the area and ignites
Whether you hit or miss, the mote is expended.
The spell ends early if you expend the last mote. within range as a glowing bead for the duration. When ammable objects that aren't being worn or
If you have four or more motes remaining, they the spell ends, either because your concentration is carried.
shed bright light in a 30-foot radius and dim light broken or because you decide to end it, the bead At Higher Levels: When you cast this spell
for an additional 30 feet. If you have one to three blossoms with a low roar into an explosion of ame using a spell slot of 8th level or higher, the base
motes remaining, they shed dim light in a 30-foot that spreads around corners. Each creature in a 20- damage increases by 1d6 for each slot level
radius. foot-radius sphere centered on that point must make above 7th.
At Higher Levels: When you cast this spell a Dexterity saving throw. A creature takes re damage
using a spell slot of 8th level or higher, the equal to the total accumulated damage on a failed
number of motes created increases by two for save, or half as much damage on a successful one.
each slot level above 7th. The spell's base damage is 12d6. If at the end of your
turn the bead has not yet detonated, the damage
increases by 1d6.
If the glowing bead is touched before the interval has
expired, the creature touching it must make a
Dexterity saving throw. On a failed save, the spell ends
immediately, causing the bead to erupt in ame. On a
successful save, the creature can throw the bead up to
40 feet. When it strikes a creature or a solid object,
the spell ends, and the bead

Sorcerer (XGE) 7th level Evocation Sorcerer 7th level Evocation Sorcerer 7th level Evocation

/

ETHEREALNESS [1/2] ETHEREALNESS [2/2] FINGER OF DEATH

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Up to 8 hours V, S Up to 8 hours V, S Instantaneous

You step into the border regions of the Ethereal Plane, moved. You send negative energy coursing through a
in the area where it overlaps with your current plane. This spell has no effect if you cast it while you are creature that you can see within range, causing it
You remain in the Border Ethereal for the duration or on the Ethereal Plane or a plane that doesn't searing pain. The target must make a
until you use your action to dismiss the spell. During border it, such as one of the Outer Planes. Constitution saving throw. It takes 7d8+30
this time, you can move in any direction. If you move At Higher Levels: When you cast this spell necrotic damage on a failed save, or half as much
up or down, every foot of movement costs an extra using a spell slot of 8th level or higher, you can damage on a successful one.
foot. You can see and hear the plane you originated target up to three willing creatures (including A humanoid killed by this spell rises at the start
from, but everything there looks gray, and you can't you) for each slot level above 7th. The creatures of your next turn as a zombie that is permanently
see anything more than 60 feet away. must be within 10 feet of you when you cast the under your command, following your verbal
While on the Ethereal Plane, you can only affect and spell. orders to the best of its ability.
be affected by other creatures on that plane.
Creatures that aren't on the Ethereal Plane can't
perceive you and can't interact with you, unless a
special ability or magic has given them the ability to do
so.
You ignore all objects and effects that aren't on the
Ethereal Plane, allowing you to move through objects
you perceive on the plaen you originated from.
When the spell ends, you immediately return to the
plane you originated from in the spot you currently
occupy. If you occupy the same spot as a solid object
or creature when this happens, you are immediately
shunted to the nearest unoccupied space that you can
occupy and take force damage equal to twice the
number of feet you are

Sorcerer 7th level Transmutation Sorcerer 7th level Transmutation Sorcerer 7th level Necromancy

FIRE STORM PLANE SHIFT [1/2] PLANE SHIFT [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action Touch 1 action Touch

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M Instantaneous

A storm made up of sheets of roaring ame a forked, metal rod worth at least 250 gp, attuned to a forked, metal rod worth at least 250 gp, attuned to
appears in a location you choose within range. a particular plane of existence a particular plane of existence
The area of the storm consists of up to ten 10-
foot cubes, which you can arrange as you wish. You and up to eight willing creatures who link hands in If the creature fails the save, it is transported to a
Each cube must have at least one face adjacent a circle are transported to a different plane of random location on the plane of existence you
to the face of another cube. Each creature in the existence. You can specify a target destination in specify. A creature so transported must nd its
area must make Dexterity saving throw. It takes general terms, such as the City of Brass on the own way back to your current plane of existence.
7d10 re damage on a failed save, or half as Elemental Plane of Fire or the palace of Dispater on
much damage on a successful one. the second level of the Nine Hells, and you appear in
The re damages objects in the area and ignites or near that destination. If you are trying to reach the
City of Brass, for example, you might arrive in its
ammable objects that aren't being worn or Street of Steel, before its Gate of Ashes, or looking at
carried. If you choose, plant life in the area is the city from across the Sea of Fire, at the DM's
unaffected by this spell. discretion.
Alternatively, if you know the sigil sequence of a
teleportation circle on another plane of existence, this
spell can take you to that circle. If the teleportation
circle is too small to hold all the creatures you
transported, they appear in the closest unoccupied
spaces next to the circle.
You can use this spell to banish an unwilling creature
to another plane. Choose a creature within your reach
and make a melee spell attack against it. On a hit, the
creature must make a Charisma saving throw.

Sorcerer 7th level Evocation Sorcerer 7th level Conjuration Sorcerer 7th level Conjuration

POWER WORD PAIN PRISMATIC SPRAY [1/2] PRISMATIC SPRAY [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self (60 foot cone) 1 action Self (60 foot cone)

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S Instantaneous V, S Instantaneous

You speak a word of power that causes waves of Eight multicolored rays of light ash from your hand. until the target collects three of a kind.
intense pain to assail one creature you can see Each ray is a different color and has a different power 7-Violet: On a failed save, the target is blinded.
within range. If the target has 100 hit points or and purpose. Each creature in a 60-foot cone must It must then make a Wisdom saving throw at the
fewer, it is subject to crippling pain. Otherwise, make a Dexterity saving throw. For each target, roll a start of your next turn. A successful save ends
the spell has no effect on it. A target is also d8 to determine which color ray affects it. the blindness. If it fails that save, the creature is
unaffected if it is immune to being charmed. 1-Red: The target takes 10d6 re damage on a failed transported to another plane of existence of the
While the target is affected by crippling pain, any save, or half as much damage on a successful one. DM's choosing and is no longer blinded.
speed it has can be no higher than 10 feet. The 2-Orange: The target takes 10d6 acid damage on a (Typically, a creature that is on a plane that isn't
target also has disadvantage on attack rolls, failed save, or half as much damage on a successful its home plane is banished home, while other
ability checks, and saving throws, other than one. creatures are usually cast into the Astral or
Constitution saving throws. Finally, if the target 3-Yellow: The target takes 10d6 lightning damage on Ethereal planes.)
tries to cast a spell, it must rst succeed on a a failed save, or half as much damage on a successful 8-Special: The target is struck by two rays. Roll
Constitution saving throw, or the casting fails one. twice more, rerolling any 8.
and the spell is wasted. 4-Green: The target takes 10d6 poison damage on a
A target suffering this pain can make a failed save, or half as much damage on a successful
Constitution saving throw at the end ofeach of one.
its turns. On a successful save, the pain ends. 5-Blue: The target takes 10d6 cold damage on a failed
save, or half as much damage on a successful one.
6-Indigo: On a failed save, the target is restrained. It
must then make a Constitution saving throw at the
end of each of its turns. If it successfully saves three
times, the spell ends. If it fails its save three times, it
permanently turns to stone and is subjected to the
petri ed condition. The successes and failures don't
need to be consecutive, keep track of both

Sorcerer (XGE) 7th level Enchantment Sorcerer 7th level Evocation Sorcerer 7th level Evocation

/

REVERSE GRAVITY TELEPORT [1/3] TELEPORT [2/3]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 100 feet 1 action 10 feet 1 action 10 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V Instantaneous

minute This spell instantly transports you and up to eight destination within the last six months, such as a book
willing creatures of your choice that you can see from a wizard's library, bed linen from a royal suite, or
a lodestone and iron lings within range, or a single object that you can see within a chunk of marble from a Lich's secret tomb.
range, to a destination you select. If you target an Very Familiar is a place you have been very often, a
This spell reverses gravity in a 50-foot-radius, object, it must be able to t entirely inside a 10-foot place you have carefully studied, or a place you can
100-foot high cylinder centered on a point cube, and it can't be held or carried by an unwilling see when you cast the spell. Seen Casually is some
within range. All creatures and objects that creature. The destination you choose must be known place you have seen more than once but with which
aren't somehow anchored to the ground in the to you, and it must be on the same plane of existence you aren't very familiar. Viewed Once is a place you
area fall upward and reach the top of the area as you. Your familiarity with the destination have seen once, possibly using magic. Description is a
when you cast this spell. A creature can make a determines whether you arrive there successfully. The place whose location and appearance you know
Dexterity saving throw to grab onto a xed DM rolls d100 and consults the table. through someone else's description, perhaps from a
object it can reach, thus avoiding the fall. Familiarity-Mishap-Similar Area-Off Target-On Target map.
If some solid object (such as a ceiling) is Perm. Circle - xxxx - xxxxxxxxxx - xxxxxxxx - 01-100 False Destination is a place that doesn't exist. Perhaps
encountered in this fall, falling objects and Assoc. Object - xxxx - xxxxxxxxx - xxxxxxxx - 01-100 you tried to scry an enemy's sanctum but instead
creatures strike it just as they would during a Very Familiar - 01-05 - 06-13. - - - 14-24. - - - 25-100 viewed an illusion, or you are attempting to teleport to
normal downward fall. If an object or creature Seen Casually- 01-33 - 34-43. - - - 44-53. - - - 54-100 a familiar location that no longer exists.
reaches the top of the area without striking Viewed Once - 01-43 - 44-53. - - - 54-73. - - - 74-100 On Target: You and your group (or the target object)
anything, it remains there, oscillating slightly, for Description. - - 01-43 - 44-53. - - - 54-73. - - - 74-100 appear where you want to go.
the duration. False Dest. - - - 01-50 - 51-100. - - xxxxxxxx - xxxxxx Off Target: You and your group (or the target object)
At the end of the duration, affected objects and Familiarity: Permanent Circle means a permanent appear a random distance away from the destination
creatures fall back down. teleportation circle whose sigil sequence you know. in a random direction. Distance off target is 1d10 x
Associated Object means that you possess an object 1d10 percent of the distance that was to be travelled.
taken from the desired For example, if you tried to travel 120 miles, landed off
target, and rolled a 5 and 3 on the two d10s, then you
would be off

Sorcerer 7th level Transmutation Sorcerer 7th level Conjuration Sorcerer 7th level Conjuration

TELEPORT [3/3] WHIRLWIND [1/2] WHIRLWIND [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action 300 feet 1 action 300 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, M Concentration, up to 1 V, M Concentration, up to 1

target by 15 percent, or 18 miles. The DM determines minute minute
the direction off target randomly by rolling a d8 and
designating 1 as north, 2 as north-east, 3 as east, and a piece of straw a piece of straw
so on around the points of the compass. If you were
teleporting to a coastal city and wound up 18 miles A whirlwind howls down to a point that you can see on and falls when the spell ends, unless the creature
out at sea, you could be in trouble. the ground within range. The whirlwind is a 10-foot- has some means to stay aloft.
Similar Area: You and your group (or the target radius, 30-foot-high cylinder centered on that point. A restrained creature can use an action to make
object) wind up in a different area that's visually or Until the spell ends, you can use your action to move a Strength or Dexterity check against your spell
thematically similar to the target area. If you are the whirlwind up to 30 feet in any direction along the save DC. If successful, the creature is no longer
heading for your home laboratory, for example, you ground. The whirlwind sucks up any Medium or restrained by the whirlwind and is hurled 3d6 x
might wind up in another wizard's laboratory or in an smaller objects that aren't secured to anything and 10 feet away from it in a random direction.
alchemical supply shop that has many of the same that aren't worn or carried by anyone.
tools and implements as your laboratory. Generally, A creature must make a Dexterity saving throw the
you appear in the closest similar place, but since the
spell has no range limit, you could conceivably wind up rst time on a turn that it enters the whirlwind or that
anywhere on the plane. the whirlwind enters its space, including when the
Mishap: The spell's unpredictable magic results in a whirlwind rst appears. A creature takes 10d6
dif cult journey. Each teleporting creature (or the bludgeoning damage on a failed save, or half as much
target object) takes 3d10 force damage and the DM damage on a successful one. In addition, a Large or
rerolls on the table to see where you wind up (multiple smaller creature that fails the save must succeed on a
mishaps can occur, dealing damage each time). Strength saving throw or become restrained in the
whirlwind until the spell ends. When a creature starts
its turn restrained by the whirlwind, the creature is
pulled 5 feet higher inside it, unless the creature is at
the top. A restrained creature moves with the
whirlwind

Sorcerer 7th level Conjuration Sorcerer (XGE) 7th level Evocation Sorcerer (XGE) 7th level Evocation

ABI-DALZIM'S HORRID WILTING DOMINATE MONSTER [1/2] DOMINATE MONSTER [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action 60 feet 1 action 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V, S Concentration, up to 1

a bit of sponge hour hour

You draw the moisture from every creature in a You attempt to beguile a creature that you can see throw succeeds, the spell ends.
30-foot cube centered on a point you choose within range. It must succeed on a Wisdom saving At Higher Levels: When you cast this spell
within range. Each creature in that area must throw or be charmed by you for the duration. If you or with a 9th-level spell slot, the duration is
make a Constitution saving throw. Constructs creatures that are friendly to you are ghting it, it has concentration, up to 8 hours.
and undead aren't affected, and plants and water advantage on the saving throw.
elementals make this saving throw with While the creature is charmed, you have a telepathic
disadvantage. A creature takes 12d8 necrotic link with it as long as the two of you are on the same
damage on a failed save, or half as much damage plane of existence. You can use this telepathic link to
on a successful one. issue commands to the creature while you are
Nonmagical plants in the area that aren't conscious (no action required), which it does its best
creatures, such as trees and shrubs, wither and to obey. You can specify a simple and general course of
die instantly. action, such as Attack that creature, Run over there,
or Fetch that object. If the creature completes the
order and doesn't receive further direction from you,
it defends and preserves itself to the best of its ability.
You can use your action to take total and precise
control of the target. Until the end of your next turn,
the creature takes only the actions you choose, and
doesn't do anything that you don't allow it to do.
During this time, you can also cause the creature to
use a reaction, but this requires you to use your own
reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving

Sorcerer (XGE) 8th level Necromancy Sorcerer 8th level Enchantment Sorcerer 8th level Enchantment

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EARTHQUAKE [1/3] EARTHQUAKE [2/3] EARTHQUAKE [3/3]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 500 feet 1 action 500 feet 1 action 500 feet

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

minute minute minute

a pinch of dirt, a piece of rock, and a lump of clay a pinch of dirt, a piece of rock, and a lump of clay a pinch of dirt, a piece of rock, and a lump of clay

You create a seismic disturbance at a point on the edge of the spell's area to the opposite side. A fall prone or become buried.
ground that you can see within range. For the creature standing on a spot where a ssure opens
duration, an intense tremor rips through the ground in must succeed on a Dexterity saving throw or fall in. A
a 100-foot- radius circle centered on that point and creature that successfully saves moves with the
shakes creatures and structures in contact with the
ground in that area. ssure's edge as it opens.
The ground in the area becomes dif cult terrain. Each A ssure that opens beneath a structure causes it to
creature on the ground that is concentrating must automatically collapse (see below).
make a Constitution saving throw. On a failed save, Structures: The tremor deals 50 bludgeoning
the creature's concentration is broken. damage to any structure in contact with the ground in
When you cast this spell and at the end of each turn the area when you cast the spell and at the start of
you spend concentrating on it, each creature on the each of your turns until the spell ends. If a structure
ground in the area must make a Dexterity saving drops to 0 hit points, it collapses and potentially
throw. On a failed save, the creature is knocked prone. damages nearby creatures. A creature within half the
This spell can have additional effects depending on the distance of a structure's height must make a Dexterity
terrain in the area, as determined by the DM. saving throw. On a failed save, the creature takes 5d6
Fissures: Fissures open throughout the spell's area bludgeoning damage, is knocked prone, and is buried
at the start of your next turn after you cast the spell. A in the rubble, requiring a DC 20 Strength (Athletics)
total of 1d6 such ssures open in locations chosen by check as an action to escape. The DM can adjust the
the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and DC higher or lower, depending on the nature of the
extends from one rubble. On a successful save, the creature takes half as
much damage and doesn't

Sorcerer 8th level Evocation Sorcerer 8th level Evocation Sorcerer 8th level Evocation

INCENDIARY CLOUD POWER WORD STUN SUNBURST

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action 60 feet 1 action 150 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Instantaneous V, S, M Instantaneous

minute You speak a word of power that can overwhelm re and a piece of sunstone
the mind of one creature you can see within
A swirling cloud of smoke shot through with range, leaving it dumbfounded. If the target has Brilliant sunlight ashes in a 60-foot radius
white-hot embers appears in a 20-foot-radius 150 hit points or fewer, it is stunned. Otherwise, centered on a point you choose within range.
sphere centered on a point within range. The the spell has no effect. Each creature in that light must make a
cloud spreads around corners and is heavily The stunned target must make a Constitution Constitution saving throw. On a failed save, a
obscured. It lasts for the duration or until a wind saving throw at the end of each of its turns. On a creature takes 12d6 radiant damage and is
of moderate or greater speed (at least 10 miles successful save, this stunning effect ends. blinded for 1 minute. On a successful save, it
per hour) disperses it. takes half as much damage and isn't blinded by
When the cloud appears, each creature in it must this spell. Undead and oozes have disadvantage
make a Dexterity saving throw. A creature takes on this saving throw.
10d8 re damage on a failed save, or half as A creature blinded by this spell makes another
much damage on a successful one. A creature Constitution saving throw at the end of each of
must also make this saving throw when it enters its turns. On a successful save, it is no longer
the spell's area for the rst time on a turn or blinded.
ends its turn there. This spell dispels any darkness in its area that
The cloud moves 10 feet directly away from you was created by a spell.
in a direction that you choose at the start of each
of your turns.

Sorcerer 8th level Conjuration Sorcerer 8th level Enchantment Sorcerer 8th level Evocation

GATE [1/2] GATE [2/2] MASS POLYMORPH [1/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 120 feet

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

minute minute hour

a diamond worth at least 5,000 gp a diamond worth at least 5,000 gp a caterpillar cocoon

You conjure a portal linking an unoccupied space you You gain no special power over the creature, and You transform up to ten creatures of your choice that
can see within range to a precise location on a it is free to act as the DM deems appropriate. It you can see within range. An unwilling target must
different plane of existence. The portal is a circular might leave, attack you, or help you. succeed on a Wisdom saving throw to resist the
opening, which you can make 5 to 20 feet in diameter. transformation. An unwilling shapechanger
You can orient the portal in any direction you choose. automatically succeeds on the save.
The portal lasts for the duration. Each target assumes a beast form of your choice, and
The portal has a front and a back on each plane where you can choose the same form or different ones for
it appears. Travel through the portal is possible only by each target. The new form can be any beast you have
moving through its front. Anything that does so is seen whose challenge rating is equal to or less than
instantly transported to the other plane, appearing in the target's (or half the target's level, if the target
the unoccupied space nearest to the portal. doesn't have a challenge rating). The target's game
Deities and other planar rulers can prevent portals statistics, including mental ability scores, are replaced
created by this spell from opening in their presence or by the statistics of the chosen beast, but the target
anywhere within their domains. retains its hit points, alignment, and personality.
When you cast this spell, you can speak the name of a Each target gains a number of temporary hit points
speci c creature (a pseudonym, title, or nickname equal to the hit points of its new form. These
doesn't work). If that creature is on a plane other than temporary hit points can't be replaced by temporary
the one you are on, the portal opens in the named hit points from another source. A target reverts to its
creature's immediate vicinity and draws the creature normal form when it bas no more temporary hit points
through it to the nearest unoccupied space on your or it dies. If the spell ends before then, the creature
side of the portal. loses all its

Sorcerer 9th level Conjuration Sorcerer 9th level Conjuration Sorcerer (XGE) 9th level Transmutation

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MASS POLYMORPH [2/2] METEOR SWARM POWER WORD KILL

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 1 mile 1 action 60 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V Instantaneous

hour Blazing orbs of re plummet to the ground at You utter a word of power that can compel one
four different points you can see within range. creature you can see within range to die
a caterpillar cocoon Each creature in a 40-foot-radius sphere instantly. If the creature you chose has 100 hit
centered on each point you choose must make a points or fewer, it dies. Otherwise, the spell has
temporary hit points and reverts to its normal Dexterity saving throw. The sphere spreads no effect.
form. around corners. A creature takes 20d6 re
The creature is limited in the actions it can damage and 20d6 bludgeoning damage on a
perform by the nature of its new form. It can't failed save, or half as much damage on a
speak, cast spells, or do anything else that successful one. A creature in the area of more
requires hands or speech. than one ery burst is affected only once.
The target's gear melds into the new form. The The spell damages objects in the area and ignites
target can't activate, use, wield, or otherwise
bene t from any of its equipment. ammable objects that aren't being worn or
carried.

Sorcerer (XGE) 9th level Transmutation Sorcerer 9th level Evocation Sorcerer 9th level Enchantment

PSYCHIC SCREAM TIME STOP WISH [1/3]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action Self 1 action Self

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous V Instantaneous V, S, M Instantaneous

You unleash the power of your mind to blast the You brie y stop the ow of time for everyone Wish is the mightiest spell a mortal creature can cast.
intellect of up to ten creatures of your choice but yourself. No time passes for other creatures, By simply speaking aloud, you can alter the very
that you can see within range. Creatures that while you take 1d4+1 turns in a row, during foundations of reality in accord with your desires.
have an Intelligence score of 2 or lower are which you can use actions and move as normal. The basic use of this spell is to duplicate any other
unaffected. This spell ends if one of the actions you use spell of 8th level or lower. You don't need to meet any
Each target must mak e an Intelligence saving during this period, or any effects that you create requirements in that spell, including costly
throw. On a failed save, a target takes 14d6 during this period, affects a creature other than components. The spell simply takes effect.
psychic damage and is stunned. On a successful you or an object being worn or carried by Alternatively, you can create one of the following
save, a target takes half as much damage and someone other than you. In addition, the spell effects of your choice.
isn't stunned. If a target is killed by this damage, ends if you move to a place more than 1,000 feet • You create one object of up to 25,000 gp in value
its head explodes, assuming it has one. from the location where you cast it. that isn't a magic item. The object can be no more than
A stunned target can make an Intelligence saving 300 feet in any dimension, and it appears in an
throw at the end ofeach of its turns. On a unoccupied space you can see on the ground.
successful save, the stunning effect ends. • You allow up to twenty creatures that you can see to
regain all hit points, and you end all effects on them
described in the greater restoration spell.
• You grant up to ten creatures that you can see
resistance to a damage type you choose.
• You grant up to ten creatures you can see immunity
to a single spell or other magical effect for 8 hours. For
instance, you could make yourself and all your
companions immune to a lich's life drain attack.
• You undo a single recent event by forcing a reroll of
any roll made within the last round (including your

Sorcerer (XGE) 9th level Enchantment Sorcerer 9th level Transmutation Sorcerer 9th level Conjuration

WISH [2/3] WISH [3/3]

CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self

COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous

last turn). Reality reshapes itself to accommodate the cast a spell until you nish a long rest, you take
new result. For example, a wish spell could undo an 1d10 necrotic damage per level of that spell. This
opponent's successful save, a foe's critical hit, or a damage can't be reduced or prevented in any
friend's failed save. You can force the reroll to be way. In addition, your Strength drops to 3, if it
made with advantage or disadvantage, and you can isn't 3 or lower already, for 2d4 days. For each of
choose whether to use the reroll or the original roll. those days that you spend resting and doing
You might be able to achieve something beyond the nothing more than light activity, your remaining
scope of the above examples. State your wish to the recovery time decreases by 2 days. Finally, there
DM as precisely as possible. The DM has great is a 33 percent chance that you are unable to
latitude in ruling what occurs in such an instance, the cast wish ever again if you suffer this stress.
greater the wish, the greater the likelihood that
something goes wrong. This spell might simply fail, the
effect you desire might only be partly achieved, or you
might suffer some unforeseen consequence as a result
of how you worded the wish. For example, wishing
that a villain were dead might propel you forward in
time to a period when that villain is no longer alive,
effectively removing you from the game. Similarly,
wishing for a legendary magic item or artifact might
instantly transport you to the presence of the item's
current owner.
The stress of casting this spell to produce any effect
other than duplicating another spell weakens you.
After enduring that stress, each time you

Sorcerer 9th level Conjuration Sorcerer 9th level Conjuration

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