Eurynome

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Mine Level Name Casting Time Duration Range More
Cantrip Acid Splash 1 action
V S
Instantaneous
60 feet

Acid Splash

Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Sorcerer)
Source: phb 211
Cantrip Blade Ward 1 action
V S
1 round
Self

Blade Ward

Abjuration Cantrip
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

(Sorcerer)
Source: phb 218
Cantrip Booming Blade 1 action
V M
1 round
5 feet

Booming Blade

Evocation Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V M (a weapon)
Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed 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)
Source: scag 142
Cantrip Chill Touch 1 action
V S
1 round
120 feet

Chill Touch

Necromancy Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

(Sorcerer)
Source: phb 221
Cantrip Control Flames 1 action
S
Instantaneous or 1 hour (see below)
60 feet

Control Flames

Transmutation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

* You instantaneously extinguish the flames within the cube.

* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(Sorcerer)
Source: ee 16, xge 152
Cantrip Create Bonfire 1 action
V S
1 minute
Concentration
60 feet

Create Bonfire

Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: ee 16, xge 152
Cantrip Dancing Lights 1 action
V S M
1 minute
Concentration
120 feet

Dancing Lights

Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 230
Cantrip Fire Bolt 1 action
V S
Instantaneous
120 feet

Fire Bolt

Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

(Sorcerer)
Source: phb 242
Cantrip Friends 1 action
S M
1 minute
Concentration
Self

Friends

Enchantment Cantrip
Casting Time: 1 action
Range: Self
Components: S M (a small amount of makeup applied to the face as this spell is cast)
Duration: Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

(Sorcerer)
Source: phb 244
Cantrip Frostbite 1 action
V S
Instantaneous
60 feet

Frostbite

Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Sorcerer)
Source: ee 18, xge 156
Cantrip Green-Flame Blade 1 action
V M
1 action
5 feet

Green-Flame Blade

Evocation Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V M (a weapon)
Duration: 1 action

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

(Sorcerer)
Source: scag 143
Cantrip Gust 1 action
V S
Instantaneous
30 feet

Gust

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous

* One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

* You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

(Sorcerer)
Source: ee 19, xge 157
Cantrip Infestation 1 action
V S M
1 action
30 feet

Infestation

Conjuration Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S M (a living flea)
Duration: 1 action

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Sorcerer)
Source: xge 158
Cantrip Lightning Lure 1 action
V
Instantaneous
15 feet

Lightning Lure

Evocation Cantrip
Casting Time: 1 action
Range: 15 feet
Components: V
Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

(Sorcerer)
Source: scag 143
Cantrip Mage Hand 1 action
V S
1 minute
30 feet

Mage Hand

Conjuration Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

(Sorcerer)
Source: phb 256
Cantrip Mending 1 minute
V S M
Instantaneous
Touch

Mending

Transmutation Cantrip
Casting Time: 1 minute
Range: Touch
Components: V S M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

(Sorcerer)
Source: phb 259
Cantrip Message 1 action
V S M
1 round
120 feet

Message

Transmutation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

(Sorcerer)
Source: phb 259
Cantrip Minor Illusion 1 action
S M
1 minute
30 feet

Minor Illusion

Illusion Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

(Sorcerer)
Source: phb 260
Cantrip Mold Earth 1 action
S
Instantaneous or 1 hour (see below)
30 feet

Mold Earth

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

* If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

* You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

* If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(Sorcerer)
Source: ee 21, xge 162
Cantrip Poison Spray 1 action
V S
Instantaneous
10 feet

Poison Spray

Conjuration Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

(Sorcerer)
Source: phb 266
Cantrip Prestidigitation 1 action
V S
Up to 1 hour
10 feet

Prestidigitation

Transmutation Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

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

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(Sorcerer)
Source: phb 267
Cantrip Ray of Frost 1 action
V S
Instantaneous
60 feet

Ray of Frost

Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

(Sorcerer)
Source: phb 271
Cantrip Shape Water 1 action
S
Instantaneous or 1 hour (see below)
30 feet

Shape Water

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

* You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

* You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(Sorcerer)
Source: ee 21
Cantrip Shocking Grasp 1 action
V S
Instantaneous
Touch

Shocking Grasp

Evocation Cantrip
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

(Sorcerer)
Source: phb 275
Cantrip Sword Burst 1 action
V
Instantaneous
5 feet

Sword Burst

Conjuration Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Sorcerer)
Source: scag 143
Cantrip Thunderclap 1 action
S
Instantaneous
Self (5-foot radius)

Thunderclap

Evocation Cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: Instantaneous

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Sorcerer)
Source: ee 22, xge 168
Cantrip True Strike 1 action
S
1 round
Concentration
30 feet

True Strike

Divination Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Notes: Concentration, up to 1 round

(Sorcerer)
Source: phb 284
Cantrip Mind Sliver 1 action
V
1 round
60 feet

Mind Sliver

Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Sorcerer)
Source: TCoE 108
1 Absorb Elements 1 reaction
S
1 round
Self

Absorb Elements

1-level Abjuration
Casting Time: 1 reaction
Range: Self
Components: S
Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

(Sorcerer)
Source: ee 15, xge 150
1 Burning Hands 1 action
V S
Instantaneous
Self (15-foot cone)

Burning Hands

1-level Evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V S
Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

(Sorcerer)
Source: phb 220
1 Catapult 1 action
S
Instantaneous
150 feet

Catapult

1-level Transmutation
Casting Time: 1 action
Range: 150 feet
Components: S
Duration: Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

(Sorcerer)
Source: ee 15, xge 150
1 Chaos Bolt 1 action
V S
Instantaneous
120 feet

Chaos Bolt

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

D8 damage type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

(Sorcerer)
Source: xge 151
1 Charm Person 1 action
V S
1 hour
30 feet

Charm Person

1-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

(Sorcerer)
Source: phb 221
1 Chromatic Orb 1 action
V S M
Instantaneous
90 feet

Chromatic Orb

1-level Evocation
Casting Time: 1 action
Range: 90 feet
Components: V S M (a diamond worth at least 50gp)
Duration: Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 of the type you chose.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

(Sorcerer)
Source: phb 221
1 Comprehend Languages 1 action R
V S M
1 hour
Self

Comprehend Languages

1-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

(Sorcerer)
Source: phb 224
1 Detect Magic 1 action R
V S
10 minutes
Concentration
Self

Detect Magic

1-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: phb 231
1 Earth Tremor 1 action
V S
Instantaneous
Self (10-foot radius)

Earth Tremor

1-level Evocation
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V S
Duration: Instantaneous

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

(Sorcerer)
Source: ee 17, xge 155
1 Expeditious Retreat 1 bonus action
V S
10 minutes
Concentration
Self

Expeditious Retreat

1-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

(Sorcerer)
Source: phb 238
1 False Life 1 action
V S M
1 hour
Self

False Life

1-level Necromancy
Casting Time: 1 action
Range: Self
Components: V S M (a small amount of alcohol or distilled spirits)
Duration: 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

(Sorcerer)
Source: phb 239
1 Color Spray 1 action
V S M
1 round
Self (15-foot cone)

Color Spray

1-level Illusion
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V S M (a pinch of powder or sand that is colored red, yellow, and blue)
Duration: 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the 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 that creature to be affected.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

(Sorcerer)
Source: phb 222
1 Disguise Self 1 action
V S
1 hour
Self

Disguise Self

1-level Illusion
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 hour

You make yourself -- including your clothing, armor, weapons, and other belongings on your person -- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or 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 apperance and must succeed on an Intelligence (Investigation) check against your spell save DC.

(Sorcerer)
Source: phb 233
1 Feather Fall 1 reaction
V M
1 minute
60 feet

Feather Fall

1-level Transmutation
Casting Time: 1 reaction
Range: 60 feet
Components: V M (a small feather or a piece of down)
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

(Sorcerer)
Source: phb 239
1 Fog Cloud 1 action
V S
1 hour
Concentration
120 feet

Fog Cloud

1-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Notes: Concentration, up to 1 hour

(Sorcerer)
Source: phb 243
1 Grease 1 action
V S M
1 minute
60 feet

Grease

1-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a bit of pork rind or butter)
Duration: 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

(Sorcerer)
Source: phb 246
1 Ice Knife 1 action
S M
Instantaneous
60 feet

Ice Knife

1-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S M (a drop of water or piece of ice)
Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

(Sorcerer)
Source: ee 19, xge 157
1 Jump 1 action
V S M
1 minute
Touch

Jump

1-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a grasshopper's hind leg)
Duration: 1 minute

You touch a creature. The creature's jump distance is tripled until the spell ends.

(Sorcerer)
Source: phb 254
1 Mage Armor 1 action
V S M
8 hours
Touch

Mage Armor

1-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

(Sorcerer)
Source: phb 256
1 Magic Missile 1 action
V S
Instantaneous
120 feet

Magic Missile

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

(Sorcerer)
Source: phb 257
1 Ray of Sickness 1 action
V S
Instantaneous
60 feet

Ray of Sickness

1-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

(Sorcerer)
Source: phb 271
1 Shield 1 reaction
V S
1 round
Self

Shield

1-level Abjuration
Casting Time: 1 reaction
Range: Self
Components: V S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

(Sorcerer)
Source: phb 275
1 Thunderwave 1 action
V S
Instantaneous
Self (15-foot cube)

Thunderwave

1-level Evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V S
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

(Sorcerer)
Source: phb 282
1 Silent Image 1 action
V S M
10 minutes
Concentration
60 feet

Silent Image

1-level Illusion
Casting Time: 1 action
Range: 60 feet
Components: V S M (a bit of fleece)
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: phb 276
1 Sleep 1 action
V S M
1 minute
90 feet

Sleep

1-level Enchantment
Casting Time: 1 action
Range: 90 feet
Components: V S M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

(Sorcerer)
Source: phb 276
1 Witch Bolt 1 action
V S M
1 minute
Concentration
30 feet

Witch Bolt

1-level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 289
1 Tasha's Caustic Brew 1 action
V S M
Concentration, up to 1 minute
Concentration
Self (30-foot line)

Tasha's Caustic Brew

1-level Evocation
Casting Time: 1 action
Range: Self (30-foot line)
Components: V S M (a bit of rotten food)
Duration: Concentration, up to Concentration, up to 1 minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spells duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

(Sorcerer)
Source: TCoE 115
1 Silvery Barbs 1 reaction
V
Instantaneous
60 feet

Silvery Barbs

1-level Enchantment
Casting Time: 1 reaction
Range: 60 feet
Components: V
Duration: Instantaneous

1 reaction, which you take when a creature you see within range succeeds on an attack roll, an ability check, or a saving throw.

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within the next 1 minute. A creature can be empowered by only one use of this spell at a time.

(Sorcerer)
Source: SCoC 38
2 Aganazzar's Scorcher 1 action
V S M
Instantaneous
30 feet

Aganazzar's Scorcher

2-level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a red dragon’s scale)
Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

(Sorcerer)
Source: ee 15, xge 150
2 Blindness/Deafness 1 action
V
1 minute
30 feet

Blindness/Deafness

2-level Necromancy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

(Sorcerer)
Source: phb 219
2 Alter Self 1 action
V S
1 hour
Concentration
Self

Alter Self

2-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 1 hour

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe Underwater and gain a swimming speed equal to your 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 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the Attack and Damage Rolls you make using it.

Notes: Concentration, up to 1 hour

(Sorcerer)
Source: phb 211
2 Blur 1 action
V
1 minute
Concentration
Self

Blur

2-level Illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 219
2 Cloud of Daggers 1 action
V S M
1 minute
Concentration
60 feet

Cloud of Daggers

2-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a sliver of glass)
Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 222
2 Darkvision 1 action
V S M
8 hours
Touch

Darkvision

2-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (either a pinch of dried carrot or an agate)
Duration: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

(Sorcerer)
Source: phb 230
2 Dragon's Breath 1 bonus action
V S M
1 minute
Concentration
Touch

Dragon's Breath

2-level Transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V S M (a hot pepper)
Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15 foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: xge 154
2 Earthbind 1 action
V
1 minute
Concentration
300 feet

Earthbind

2-level Transmutation
Casting Time: 1 action
Range: 300 feet
Components: V
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: ee 17, xge 154
2 Flame Blade 1 bonus action
V S M
10 minutes
Concentration
Self

Flame Blade

2-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V S M (leaf of sumac)
Duration: Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

(Sorcerer)
Source: phb 242
2 Crown of Madness 1 action
V S
1 minute
Concentration
120 feet

Crown of Madness

2-level Enchantment
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none 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.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 229
2 Darkness 1 action
V M
10 minutes
Concentration
60 feet

Darkness

2-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: phb 230
2 Detect Thoughts 1 action
V S M
1 minute
Concentration
Self

Detect Thoughts

2-level Divination
Casting Time: 1 action
Range: Self
Components: V S M (a copper piece)
Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its 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 make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

(Sorcerer)
Source: phb 231
2 Dust Devil 1 action
V S M
1 minute
Concentration
60 feet

Dust Devil

2-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a pinch of dust)
Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: ee 17, xge 154
2 Enhance Ability 1 action
V S M
1 hour
Concentration
Touch

Enhance Ability

2-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary Hit Points, which are lost when the spell ends.

Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from Falling 20 feet or less if it isn't Incapacitated.

Eagle's Splendor: The target has advantage on Charisma checks.

Fox's Cunning: The target has advantage on Intelligence checks.

Owl's Wisdom: The target has advantage on Wisdom Checks.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

(Sorcerer)
Source: phb 237
2 Hold Person 1 action
V S M
1 minute
Concentration
60 feet

Hold Person

2-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

(Sorcerer)
Source: phb 251
2 Invisibility 1 action
V S M
1 hour
Concentration
Touch

Invisibility

2-level Illusion
Casting Time: 1 action
Range: Touch
Components: V S M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

(Sorcerer)
Source: phb 254
2 Knock 1 action
V
Instantaneous
60 feet

Knock

2-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

(Sorcerer)
Source: phb 254
2 Enlarge/Reduce 1 action
V S M
1 minute
Concentration
30 feet

Enlarge/Reduce

2-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge: The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.

Reduce: The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's Weapons also shrink to match its new size. While these Weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

(Sorcerer)
Source: phb 237
2 Flaming Sphere 1 action
V S M
1 minute
Concentration
60 feet

Flaming Sphere

2-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

(Sorcerer)
Source: phb 242
2 Gust of Wind 1 action
V S M
1 minute
Concentration
Self (60-foot line)

Gust of Wind

2-level Evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V S M (a legume seed)
Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected fiames, 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)
Source: phb 248
2 Levitate 1 action
V S M
10 minutes
Concentration
60 feet

Levitate

2-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration: Concentration, up to 10 minutes

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to 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 floats gently to the ground if it is still aloft.

(Sorcerer)
Source: phb 255
2 Magic Weapon 1 bonus action
V S
1 hour
Concentration
Touch

Magic Weapon

2-level Transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V S
Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Notes: Concentration, up to 1 hour

(Sorcerer)
Source: phb 257
2 Mind Spike 1 action
S
1 hour
Concentration
60 feet

Mind Spike

2-level Divination
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefits from this condition against you.

At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d8 for each slot level above second.

Notes: Concentration, up to 1 hour

(Sorcerer)
Source: xge 162
2 Misty Step 1 bonus action
V
Instantaneous
Self

Misty Step

2-level Conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

(Sorcerer)
Source: phb 260
2 Pyrotechnics 1 action
V S
Instantaneous
60 feet

Pyrotechnics

2-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.

(Sorcerer)
Source: ee 21, xge 163
2 Scorching Ray 1 action
V S
Instantaneous
120 feet

Scorching Ray

2-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

(Sorcerer)
Source: phb 273
2 See Invisibility 1 action
V S M
1 hour
Self

See Invisibility

2-level Divination
Casting Time: 1 action
Range: Self
Components: V S M (a pinch of talc and a small sprinkling of powdered silver)
Duration: 1 hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

(Sorcerer)
Source: phb 274
2 Shatter 1 action
V S M
Instantaneous
60 feet

Shatter

2-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a chip of mica)
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels: When you cast this spell using a spell slot of 3rd levei or higher, the damage increases by ld8 for each slot level above 2nd.

(Sorcerer)
Source: phb 275
2 Maximilian's Earthen Grasp 1 action
V S M
1 minute
Concentration
30 feet

Maximilian's Earthen Grasp

2-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a miniature hand sculpted from clay)
Duration: Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

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)
Source: ee 20, xge 161
2 Mirror Image 1 action
V S
1 minute
Self

Mirror Image

2-level Illusion
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

lf you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

(Sorcerer)
Source: phb 260
2 Phantasmal Force 1 action
V S M
1 minute
Concentration
60 feet

Phantasmal Force

2-level Illusion
Casting Time: 1 action
Range: 60 feet
Components: V S M (a bit of fleece)
Duration: Concentration, up to 1 minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target 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 survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall--it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly. a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature ar hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

(Sorcerer)
Source: phb 264
2 Shadow Blade 1 bonus action
V S
1 minute
Concentration
Self

Shadow Blade

2-level Illusion
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute

You weave together threads of shadow to create a sword of solidified gloom into your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd or 4th level spell slot, the damage increases to 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.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: xge 164
2 Snilloc's Snowball Swarm 1 action
V S M
Instantaneous
90 feet

Snilloc's Snowball Swarm

2-level Evocation
Casting Time: 1 action
Range: 90 feet
Components: V S M (a piece of ice or a small white rock chip)
Duration: Instantaneous

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

(Sorcerer)
Source: ee 22, xge 165
2 Spider Climb 1 action
V S M
1 hour
Concentration
Touch

Spider Climb

2-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a c1imbing speed equal to its walking speed.

Notes: Concentration, up to 1 hour

(Sorcerer)
Source: phb 277
2 Warding Wind 1 action
V
10 minutes
Concentration
Self

Warding Wind

2-level Evocation
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

* It deafens you and other creatures in its area.

* It extinguishes unprotected flames in its area that are torch-sized or smaller.

* The area is difficult terrain for creatures other than you.

* The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.

* It hedges out vapor, gas, and fog that can be dispersed by strong wind.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: ee 23, xge 170
2 Suggestion 1 action
V M
8 hours
Concentration
30 feet

Suggestion

2-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this 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 pursues 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 finishes 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 give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

Notes: Concentration, up to 8 hours

(Sorcerer)
Source: phb 279
2 Web 1 action
V S M
1 hour
Concentration
60 feet

Web

2-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a bit of spiderweb)
Duration: Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength cheek against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Notes: Concentration, up to 1 hour

(Sorcerer)
Source: phb 287
2 Corpse Swap 1 action
V S
Instantaneous
60 feet

Corpse Swap

2-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

Target a corpse of a creature within one size of your current body that you can see. You explode in a violent shower of blood, and each creature within 10 feet of you must make a Dexterity saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much on a successful one. You then reconstitute your body using the targeted corpse, which warps and twists itself into a perfect copy of you when you cast the spell, and reappear in the corpse's space.

(Sorcerer)
Source: r/UnearthedArcana
2 Lightning Leaps 1 action
V S
Instantaneous
Self

Lightning Leaps

2-level Evocation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Instantaneous

You disappear and become a bolt of lightning and can make three leaps, one after another. Each leap allows you to move 20 feet in a strait line. You can pass through creatures, but not solid objects such as walls or doors.

Each creature you pass through must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much on a successful one. A creature can only be damaged once per casting of this spell.

After your last leap, you reappear. If you appear in an occupied space, you fall prone in a random space within 5 feet.

At Higher Levels: When you cast this spell using a slot of 3rd level or higher, you create an additional leap for each slot level above 2nd.

(Sorcerer)
Source: r/UnearthedArcana
2 Tasha's Mind Whip 1 action
V
1 round
90 feet

Tasha's Mind Whip

2-level Enchantment
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: 1 round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move. an action. or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

(Sorcerer)
Source: TCoE 115
2 Kinetic Jaunt 1 bonus action
S
1 minute
Concentration
Self

Kinetic Jaunt

2-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Concentration, up to 1 minute

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration:

* Your walking speed increases by 10 feet.
* You don't provoke opportunity attacks.
* You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied and you take 1d8 force damage.

(Sorcerer)
Source: SCoC 37
2 Vortex Warp 1 action
V S
Instantaneous
90 feet

Vortex Warp

2-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S
Duration: Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels: When you case this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

(Sorcerer)
Source: SCoC 38
2 Wither and Bloom 1 action
V S M
Instantaneous
60 feet

Wither and Bloom

2-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S M (a withered vine twisted into a loop)
Duration: Instantaneous

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save or half as much on a successful one. Nonmagical vegetation in the area withers.
In addition, one creature of your choice in that area can spend a Hit Dice and regain a number of hit points equal to the roll plus your spell casting ability modifier.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd level, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd level.

(Sorcerer)
Source: SCoC 38
3 Catnap 1 action
S M
10 minutes
30 feet

Catnap

3-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: S M (a pinch of sand)
Duration: 10 minutes

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spells duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

(Sorcerer)
Source: xge 151
3 Blink 1 action
V S
1 minute
Self

Blink

3-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 minute

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 vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

(Sorcerer)
Source: phb 219
3 Clairvoyance 10 minutes
V S M
10 minutes
Concentration
1 mile

Clairvoyance

3-level Divination
Casting Time: 10 minutes
Range: 1 mile
Components: V S M (a focus worth at least 100gp, either a jeweled horn for hearing or a glass eye for seeing)
Duration: Concentration, up to 10 minutes

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

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 benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: phb 222
3 Counterspell 1 reaction
S
Instantaneous
60 feet

Counterspell

3-level Abjuration
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

(Sorcerer)
Source: phb 228
3 Daylight 1 action
V S
1 hour
60 feet

Daylight

3-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: 1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

(Sorcerer)
Source: phb 230
3 Dispel Magic 1 action
V S
Instantaneous
120 feet

Dispel Magic

3-level Abjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

(Sorcerer)
Source: phb 234
3 Erupting Earth 1 action
V S M
Instantaneous
120 feet

Erupting Earth

3-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S M (a piece of obsidian)
Duration: Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

(Sorcerer)
Source: ee 17, xge 155
3 Fear 1 action
V S M
1 minute
Concentration
Self (30-foot cone)

Fear

3-level Illusion
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V S M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 minute

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 239
3 Enemies Abound 1 action
V S
1 minute
Concentration
120 feet

Enemies Abound

3-level Enchantment
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: xge 155
3 Fireball 1 action
V S M
Instantaneous
150 feet

Fireball

3-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

(Sorcerer)
Source: phb 241
3 Flame Arrows 1 action
V S
1 hour
Concentration
Touch

Flame Arrows

3-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Notes: Concentration, up to 1 hour

(Sorcerer)
Source: ee 18, xge 156
3 Fly 1 action
V S M
10 minutes
Concentration
Touch

Fly

3-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a wing feather from any bird)
Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

(Sorcerer)
Source: phb 243
3 Gaseous Form 1 action
V S M
1 hour
Concentration
Touch

Gaseous Form

3-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a bit of gauze and a wisp of smoke)
Duration: Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. 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)
Source: phb 244
3 Haste 1 action
V S M
1 minute
Concentration
30 feet

Haste

3-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a shaving of licorice root)
Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

(Sorcerer)
Source: phb 250
3 Hypnotic Pattern 1 action
S M
1 minute
Concentration
120 feet

Hypnotic Pattern

3-level Illusion
Casting Time: 1 action
Range: 120 feet
Components: S M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

(Sorcerer)
Source: phb 252
3 Lightning Bolt 1 action
V S M
Instantaneous
Self (100-foot line)

Lightning Bolt

3-level Evocation
Casting Time: 1 action
Range: Self (100-foot line)
Components: V S M (a bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

(Sorcerer)
Source: phb 255
3 Protection from Energy 1 action
V S
1 minute
Concentration
Touch

Protection from Energy

3-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration, up to 1 minute

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

(Sorcerer)
Source: phb 270
3 Sleet Storm 1 action
V S M
1 minute
Concentration
150 feet

Sleet Storm

3-level Conjuration
Casting Time: 1 action
Range: 150 feet
Components: V S M (a pinch of dust and a few drops of water)
Duration: Concentration, up to 1 minute

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 276
3 Tidal Wave 1 action
V S M
Instantaneous
120 feet

Tidal Wave

3-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S M (a drop of water)
Duration: Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

(Sorcerer)
Source: ee 22, xge 168
3 Tongues 1 action
V M
1 hour
Touch

Tongues

3-level Divination
Casting Time: 1 action
Range: Touch
Components: V M (a small clay model of a ziggurat)
Duration: 1 hour

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

(Sorcerer)
Source: phb 283
3 Lightning Arrow 1 bonus action
V S
1 minute
Concentration
Self

Lightning Arrow

3-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute

The next time you make a ranged w eapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

(Sorcerer)
Source: phb 255
3 Major Image 1 action
V S M
10 minutes
Concentration
120 feet

Major Image

3-level Illusion
Casting Time: 1 action
Range: 120 feet
Components: V S M (a bit of fleece)
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range o f the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image o f 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 reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels: When you cast this spell using a spell slot o f 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

(Sorcerer)
Source: phb 258
3 Melf's Minute Meteors 1 action
V S M
10 minutes
Concentration
Self

Melf's Minute Meteors

3-level Evocation
Casting Time: 1 action
Range: Self
Components: V S M (niter, sulfur, and pine tar formed into a bead)
Duration: Concentration, up to 10 minutes

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

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)
Source: ee 20, xge 161
3 Slow 1 action
V S M
1 minute
Concentration
120 feet

Slow

3-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S M (a drop of molasses)
Duration: Concentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a wisdom saving throwor be affected by this spell for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throwat the end of its turn. On a successful save, the effect ends for it.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 277
3 Stinking Cloud 1 action
V S M
1 minute
Concentration
90 feet

Stinking Cloud

3-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (a rotten egg or several skunk cabbage leaves)
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 278
3 Vampiric Touch 1 action
V S
1 minute
Concentration
Self

Vampiric Touch

3-level Necromancy
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 285
3 Water Breathing 1 action R
V S M
24 hours
30 feet

Water Breathing

3-level Transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V S M (a short reed or piece of straw)
Duration: 24 hours

This spell grants up to ten willing creatures you can see within range the abilily to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

(Sorcerer)
Source: phb 287
3 Water Walk 1 action R
V S M
1 hour
30 feet

Water Walk

3-level Transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V S M (a piece of cork)
Duration: 1 hour

This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heal). Up to ten willing creatures you can see within range gain this abilily for the duration.

lf you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

(Sorcerer)
Source: phb 287
3 Thunder Step 1 action
V
Instantaneous
90 feet

Thunder Step

3-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in, otherwise the creature is left behind.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd

(Sorcerer)
Source: xge 168
3 Wall of Water 1 action
V S M
10 minutes
Concentration
60 feet

Wall of Water

3-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a drop of water)
Duration: Concentration, up to 10 minutes

You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire 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 fill it.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: ee 23, xge 170
3 Intellect Fortress 1 action
V
1 hour
Concentration
30 feet

Intellect Fortress

3-level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

(Sorcerer)
Source: TCoE 107
3 Melf's Minute Meteors 1 action
V S M
10 minutes
Concentration
Self

Melf's Minute Meteors

3-level Evocation
Casting Time: 1 action
Range: Self
Components: V S M (niter, sulfur, and pine tar formed into a bead)
Duration: Concentration, up to 10 minutes

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

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)
Source: Elemental Evil Player's Companion, pg. 161
4 Blight 1 action
V S
Instantaneous
30 feet

Blight

4-level Necromancy
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

At Higher Levels: When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.

(Sorcerer)
Source: phb 219
4 Banishment 1 action
V S M
1 minute
Concentration
60 feet

Banishment

4-level Abjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (an item distasteful to the target)
Duration: Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existance you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target 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 existance than 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.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 217
4 Charm Monster 1 action
V S
1 hour
30 feet

Charm Monster

4-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, It is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

(Sorcerer)
Source: xge 151
4 Confusion 1 action
V S M
1 minute
Concentration
90 feet

Confusion

4-level Enchantment
Casting Time: 1 action
Range: 90 feet
Components: V S M (three nut shells)
Duration: Concentration, up to 1 minute

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or by affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behaviour for that turn.

|d10| |Behavior|

1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

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 each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each spell slot above 4th.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 224
4 Fire Shield 1 action
V S M
10 minutes
Self

Fire Shield

4-level Evocation
Casting Time: 1 action
Range: Self
Components: V S M (a bit of phosphorous or a firefly)
Duration: 10 minutes

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

(Sorcerer)
Source: phb 242
4 Greater Invisibility 1 action
V S
1 minute
Concentration
Touch

Greater Invisibility

4-level Illusion
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

(Sorcerer)
Source: phb 246
4 Ice Storm 1 action
V S M
Instantaneous
300 feet

Ice Storm

4-level Evocation
Casting Time: 1 action
Range: 300 feet
Components: V S M (a pinch of dust and a few drops of water)
Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult 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)
Source: phb 252
4 Sickening Radiance 1 action
V S
10 minutes
Concentration
120 feet

Sickening Radiance

4-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 10 minutes

Dim, greenish light spreads within a 30-foot radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for a creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: xge 164
4 Dimension Door 1 action
V
Instantaneous
500 feet

Dimension Door

4-level Conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as '200 feet straight downward' or 'upward to the northwest at a 45-degree angle, 300 feet'.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to Teleport you.

(Sorcerer)
Source: phb 233
4 Dominate Beast 1 action
V S
1 minute
Concentration
60 feet

Dominate Beast

4-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of 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 throw succeeds, the spell ends.

At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

(Sorcerer)
Source: phb 234
4 Polymorph 1 action
V S M
1 hour
Concentration
60 feet

Polymorph

4-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn’t have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment 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.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

(Sorcerer)
Source: phb 266
4 Stoneskin 1 action
V S M
1 hour
Concentration
Touch

Stoneskin

4-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (diamond dust worth 100 gp, which the spell consumes)
Duration: Concentration, up to 1 hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Notes: Concentration, up to 1 hour

(Sorcerer)
Source: phb 278
4 Storm Sphere 1 action
V S
1 minute
Concentration
150 feet

Storm Sphere

4-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target 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 increases for each of its effects by 1d6 for each slot level above 4th.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: ee 22, xge 166
4 Vitriolic Sphere 1 action
V S M
Instantaneous
150 feet

Vitriolic Sphere

4-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (a drop of giant slug bile)
Duration: Instantaneous

You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

(Sorcerer)
Source: ee 23, xge 170
4 Wall of Fire 1 action
V S M
1 minute
Concentration
120 feet

Wall of Fire

4-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 285
4 Watery Sphere 1 action
V S M
1 minute
Concentration
90 feet

Watery Sphere

4-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (a droplet of water)
Duration: Concentration, up to 1 minute

You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.

The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, 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 action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: ee 23, xge 170
4 Resonant Doorway 1 minute
V S M
1 minute
Touch

Resonant Doorway

4-level Conjuration
Casting Time: 1 minute
Range: Touch
Components: V S M (a forked metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration: 1 minute

While you cast the spell, you attune a doorway with another plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle.

A shimmering portal opens within the doorway you touched and remains open for the duration. Any creature that enters the portal instantly appears within 5 feet of the destination or in the nearest unoccupied space if that space is occupied.

(Sorcerer)
Source: homebrew
5 Cone of Cold 1 action
V S M
Instantaneous
Self (60-foot cone)

Cone of Cold

5-level Evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V S M (a small crystal or a glass cone)
Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

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)
Source: phb 224
5 Control Winds 1 action
V S
1 hour
Concentration
300 feet

Control Winds

5-level Transmutation
Casting Time: 1 action
Range: 300 feet
Components: V S
Duration: Concentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

Notes: Concentration, up to 1 hour

(Sorcerer)
Source: ee 16
5 Far Step 1 bonus action
V
1 minute
Concentration
Self

Far Step

5-level Conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: xge 155
5 Hold Monster 1 action
V S M
1 minute
Concentration
90 feet

Hold Monster

5-level Enchantment
Casting Time: 1 action
Range: 90 feet
Components: V S M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

(Sorcerer)
Source: phb 251
5 Animate Objects 1 action
V S
1 minute
Concentration
120 feet

Animate Objects

5-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

| Size | HP | AC | Attack | Str | Dex |
|---|---|---|---|---|---|
| Tiny | 20 | 18 | +8 to hit, 1d4+4 damage | 4 | 18 |
| Small | 25 | 16 | +6 to hit, 1d8+2 damage | 6 | 14 |
| Medium | 40 | 13 | +5 to hit, 2d6+1 damage | 10 | 12 |
| Large | 50 | 10 | +6 to hit, 2d10+2 damage | 14 | 10 |
| Huge | 80 | 10 | +8 to hit, 2d12+2 damage | 18 | 6 |

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 213
5 Immolation 1 action
V
1 minute
Concentration
90 feet

Immolation

5-level Evocation
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.

If damage from this spell reduces a target to 0 hit points, the target is turned to ash.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: ee 19, xge 158
5 Skill Empowerment 1 action
V S
1 hour
Concentration
Touch

Skill Empowerment

5-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration, up to 1 hour

Your magic deepens a creatures understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Notes: Concentration, up to 1 hour

(Sorcerer)
Source: xge 165
5 Synaptic Static 1 action
V S
Instantaneous
120 feet

Synaptic Static

5-level Enchantment
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You choose a point within range and cause psychic energy to explode there. Each creature within a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number from all its attacks 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)
Source: xge 167
5 Bigby's Hand 1 action
V S M
1 minute
Concentration
120 feet

Bigby's Hand

5-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (an eggshell and a snakeskin glove)
Duration: Concentration, up to 1 minute

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist: The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand: The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hand: The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 218
5 Cloudkill 1 action
V S
10 minutes
Concentration
120 feet

Cloudkill

5-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

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.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: phb 222
5 Creation 1 minute
V S M
Special
30 feet

Creation

5-level Illusion
Casting Time: 1 minute
Range: 30 feet
Components: V S M (a tiny piece of matter of the same type of the item you plan to create)
Duration: Special

You pull wisps of Shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods, rope, wood, or something similar. You can also use this spell to create mineral Objects such as stone, Crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.

| Material | Duration |
|---|---|
| Vegetable matter | 1 day |
| Stone or crystal | 12 hours |
| Precious metals | 1 hour |
| Gems | 10 minutes |
| Adamantine or mithral | 1 minute |

Using any material created by this spell as another spell's material component causes that spell to fail.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

(Sorcerer)
Source: phb 229
5 Dominate Person 1 action
V S
1 minute
Concentration
60 feet

Dominate Person

5-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 minute

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of 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 throw succeeds, the spell ends.

At Higher Levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

(Sorcerer)
Source: phb 235
5 Enervation 1 action
V S
1 minute
Concentration
60 feet

Enervation

5-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 minute

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.

Whenever the spell deals damage to the target, 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.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: xge 155
5 Insect Plague 1 action
V S M
10 minutes
Concentration
300 feet

Insect Plague

5-level Conjuration
Casting Time: 1 action
Range: 300 feet
Components: V S M (a few grains of sugar, some kernels of grain, and a smear of fat)
Duration: Concentration, up to 10 minutes

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range, The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels: When you cast this spell using a spell slot of 6th levei or higher, the damage increases by 1d10 for each slot level above 5th.

(Sorcerer)
Source: phb 254
5 Seeming 1 action
V S
8 hours
30 feet

Seeming

5-level Illusion
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 8 hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's 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.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

(Sorcerer)
Source: phb 274
5 Telekinesis 1 action
V S
10 minutes
Concentration
60 feet

Telekinesis

5-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: phb 280
5 Teleportation Circle 1 minute
V M
1 round
10 feet

Teleportation Circle

5-level Conjuration
Casting Time: 1 minute
Range: 10 feet
Components: V M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)
Duration: 1 round

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice, whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

(Sorcerer)
Source: phb 282
5 Wall of Light 1 action
V S M
10 minutes
Concentration
120 feet

Wall of Light

5-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (a hand mirror)
Duration: Concentration, up to 10 minutes

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits a bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in the 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 form the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.

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.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: xge 170
5 Wall of Stone 1 action
V S M
10 minutes
Concentration
120 feet

Wall of Stone

5-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (a small block of granite)
Duration: Concentration, up to 10 minutes

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be 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 than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: phb 287
6 Chain Lightning 1 action
V S M
Instantaneous
150 feet

Chain Lightning

6-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (a bit of fur; a piece of amber, glass or a crystal rod; and three silver pins)
Duration: Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

(Sorcerer)
Source: phb 221
6 Circle of Death 1 action
V S M
Instantaneous
150 feet

Circle of Death

6-level Necromancy
Casting Time: 1 action
Range: 150 feet
Components: V S M (the powder of a crushed black pearl worth at least 500 gp)
Duration: Instantaneous

A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

(Sorcerer)
Source: phb 221
6 Globe of Invulnerability 1 action
V S M
1 minute
Concentration
Self

Globe of Invulnerability

6-level Abjuration
Casting Time: 1 action
Range: Self
Components: V S M (a glass or crystal bead that shatters when the spell ends)
Duration: Concentration, up to 1 minute

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

(Sorcerer)
Source: phb 245
6 Investiture of Flame 1 action
V S
10 minutes
Concentration
Self

Investiture of Flame

6-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

* You are immune to fire damage and have resistance to cold damage.

* Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

* You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: ee 19, xge 159
6 Investiture of Stone 1 action
V S
10 minutes
Concentration
Self

Investiture of Stone

6-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

* You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.

* You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: ee 19, xge 159
6 Arcane Gate 1 action
V S
10 minutes
Concentration
500 feet

Arcane Gate

6-level Conjuration
Casting Time: 1 action
Range: 500 feet
Components: V S
Duration: Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: phb 214
6 Disintegrate 1 action
V S M
Instantaneous
60 feet

Disintegrate

6-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a lodestone and a pinch of dust)
Duration: Instantaneous

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical 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 for each slot level above 6th.

(Sorcerer)
Source: phb 233
6 Investiture of Wind 1 action
V S
10 minutes
Concentration
Self

Investiture of Wind

6-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

* Ranged weapon attacks made against you have disadvantage on the attack roll.

* You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.

* You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: ee 20, xge 160
6 Scatter 1 action
V
Instantaneous
30 feet

Scatter

6-level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. This space must be on the ground or on a floor.

(Sorcerer)
Source: xge 164
6 Sunbeam 1 action
V S M
1 minute
Concentration
Self (60-foot line)

Sunbeam

6-level Evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V S M (a magnifying glass)
Duration: Concentration, up to 1 minute

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your 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. This light is sunlight.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 279
6 Eyebite 1 action
V S
1 minute
Concentration
Self

Eyebite

6-level Necromancy
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute

For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.

Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked: The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this 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)
Source: phb 238
6 Flesh to Stone 1 action
V S M
1 minute
Concentration
60 feet

Flesh to Stone

6-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a pinch of lime, water, and earth)
Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

(Sorcerer)
Source: phb 243
6 Investiture of Ice 1 action
V S
10 minutes
Concentration
Self

Investiture of Ice

6-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

* You are immune to cold damage and have resistance to fire damage.

* You can move across difficult terrain created by ice or snow without spending extra movement.

* The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.

* You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Notes: Concentration, up to 10 minutes

(Sorcerer)
Source: ee 19, xge 159
6 Mass Suggestion 1 action
V M
24 hours
60 feet

Mass Suggestion

6-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: 24 hours

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this 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 automatically negates the effect of the spell.

Each target must make a Wisdom saving throw. On a failed save, it pursues 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 finishes 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 first beggar they meet. If the condition isn't met before the spell ends, the activity isn’t performed.

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

At Higher Levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

(Sorcerer)
Source: phb 258
6 Mental Prison 1 action
S
1 minute
Concentration
60 feet

Mental Prison

6-level Illusion
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever the form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: xge 161
6 True Seeing 1 action
V S M
1 hour
Touch

True Seeing

6-level Divination
Casting Time: 1 action
Range: Touch
Components: V S M (an ointment for the eyes that costs 25 gp, is made from mushroom powder, saffron, and fat, and is consumed by the spell)
Duration: 1 hour

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

(Sorcerer)
Source: phb 284
6 Move Earth 1 action
V S M
2 hours
Concentration
120 feet

Move Earth

6-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S M (an iron blade and a small bag containing a mixture of soils--c1ay, loam, and sand)
Duration: Concentration, up to 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, 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 might collapse.

Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

(Sorcerer)
Source: phb 263
6 Otiluke's Freezing Sphere 1 action
V S M
Instantaneous
300 feet

Otiluke's Freezing Sphere

6-level Evocation
Casting Time: 1 action
Range: 300 feet
Components: V S M (a small crystal sphere)
Duration: Instantaneous

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60 foot radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

(Sorcerer)
Source: phb 263
6 Tasha's Otherworldly Guise 1 bonus action
V S M
Concentration, up to 1 minute
Concentration
Self

Tasha's Otherworldly Guise

6-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V S M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
Duration: Concentration, up to Concentration, up to 1 minute

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

* You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
* You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
* Spectral wings appear on your back, giving you a flying speed of 40 feet.
* You have a +2 bonus to AC.
* All your weapon attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
* You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

(Sorcerer)
Source: TCoE 116
6 Shadow Walk 1 action
V S
Up to 8 hours
Touch

Shadow Walk

6-level Illusion
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Up to 8 hours

To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take a number of creatures equal to the spell level used to cast, but all creatures must be touching each other.

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10×100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10×1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity gives each creature exhaustion.

Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.

They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Wisdom saving throw, negating the effect if successful.

(Sorcerer)
Source: Homebrew - Converted 3.5 spell
7 Crown of Stars 1 action
V S
1 hour
Self

Crown of Stars

7-level Evocation
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 hour

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.

If you have four or more motes remaining, they shed a bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed a dim light in a 30-foot radius.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the number of motes increases by two for each slot level above 7th.

(Sorcerer)
Source: xge 152
7 Finger of Death 1 action
V S
Instantaneous
60 feet

Finger of Death

7-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

You send negative engery coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

(Sorcerer)
Source: phb 241
7 Delayed Blast Fireball 1 action
V S M
1 minute
Concentration
150 feet

Delayed Blast Fireball

7-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (a tiny ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chose point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

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 flame. 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 explodes.

The fire damages objects in the area dn ignites flammable objects that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: phb 230
7 Etherealness 1 action
V S
Up to 8 hours
Self

Etherealness

7-level Transmutation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Up to 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and 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 plane you originated from.

When the spell ends, you immediately return to the plan 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 moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

(Sorcerer)
Source: phb 238
7 Plane Shift 1 action
V S M
Instantaneous
Touch

Plane Shift

7-level Conjuration
Casting Time: 1 action
Range: Touch
Components: V S M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration: Instantaneous

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in is Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's 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. Chose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

(Sorcerer)
Source: phb 266
7 Power Word Pain 1 action
V
Instantaneous
60 feet

Power Word Pain

7-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

(Sorcerer)
Source: xge 163
7 Prismatic Spray 1 action
V S
Instantaneous
Self (60-foot cone)

Prismatic Spray

7-level Evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V S
Duration: Instantaneous

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot code must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

1. Red: The target takes 10d6 fire damage on a failed save, or half as much on a successful one.
2. Orange: The target takes 10d6 acid damage on a failed save, or half as much on a successful one.
3. Yellow: The target takes 10d6 lightning damage on a failed save, or half as much on a successful one.
4. Green: The target takes 10d6 poison damage on a failed save, or half as much on a successful one.
5. Blue: The target takes 10d6 cold damage on a failed save, or half as much 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 time, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet: On a failed save: the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. Special: The target is struck by two rays. Roll twice more, rerolling any 8.

(Sorcerer)
Source: phb 267
7 Reverse Gravity 1 action
V S M
1 minute
Concentration
100 feet

Reverse Gravity

7-level Transmutation
Casting Time: 1 action
Range: 100 feet
Components: V S M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creature strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

(Sorcerer)
Source: phb 272
7 Teleport 1 action
V
Instantaneous
10 feet

Teleport

7-level Conjuration
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object, that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

| Familiarity | Mishap | Simliar Area | Off Target | On Target |
|-------------------|--------|--------------|------------|-----------|
| Permanent circle | --- | --- | --- | 01-100 |
| Associated object | --- | --- | --- | 01-100 |
| Very familiar | 01-05 | 06-13 | 14-24 | 25-100 |
| Seen casually | 01-33 | 34-43 | 44-53 | 54-100 |
| Viewed once | 01-43 | 44-53 | 54-73 | 74-100 |
| Description | 01-43 | 44-53 | 54-73 | 74-100 |
| False destination | 01-50 | 51-100 | --- | --- |

'Very familiar' is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. 'Seen casually' is someplace you have seen more than once but with which you aren't very familiar. 'Viewed once' is a place you have seen once, possibly using magic. 'Description' is a place whose location and appearance you know through someone else's description, perhaps from a map.

'False destination' is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead view an illusion, or you were attempting to teleport to a familiar location that no longer exists.

(Sorcerer)
Source: phb 281
7 Whirlwind 1 action
V M
1 minute
Concentration
300 feet

Whirlwind

7-level Evocation
Casting Time: 1 action
Range: 300 feet
Components: V M (a piece of straw)
Duration: Concentration, up to 1 minute

A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a 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 and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

Notes: Concentration, up to 1 minute

(Sorcerer)
Source: ee 24, xge 171
7 Dream of the Blue Veil 10 minutes
V S M
6 hours
20 feet

Dream of the Blue Veil

7-level Conjuration
Casting Time: 10 minutes
Range: 20 feet
Components: V S M ((a magic item or a willing creature from the destination world)
Duration: 6 hours

You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Tori!, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.

To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.

The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.

(Sorcerer)
Source: TCoE 106
8 Abi-Dalzim's Horrid Wilting 1 action
V S M
Instantaneous
150 feet

Abi-Dalzim's Horrid Wilting

8-level Necromancy
Casting Time: 1 action
Range: 150 feet
Components: V S M (a bit of sponge)
Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.

Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.

(Sorcerer)
Source: ee 15, xge 150
8 Incendiary Cloud 1 action
V S
1 minute
Concentration
150 feet

Incendiary Cloud

8-level Conjuration
Casting Time: 1 action
Range: 150 feet
Components: V S
Duration: Concentration, up to 1 minute

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

(Sorcerer)
Source: phb 253
8 Power Word Stun 1 action
V
Instantaneous
60 feet

Power Word Stun

8-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

(Sorcerer)
Source: phb 267
8 Sunburst 1 action
V S M
Instantaneous
150 feet

Sunburst

8-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (fire and a piece of sunstone)
Duration: Instantaneous

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. 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.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This spell dispels any darkness in its area that was created by a spell.

(Sorcerer)
Source: phb 279
8 Demiplane 1 action
S
1 hour
60 feet

Demiplane

8-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 hour

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

(Sorcerer)
Source: phb 231
8 Dominate Monster 1 action
V S
1 hour
Concentration
60 feet

Dominate Monster

8-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 hour

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of 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 throw succeeds, the spell ends.

At Higher Levels: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

(Sorcerer)
Source: phb 235
8 Earthquake 1 action
V S M
1 minute
Concentration
500 feet

Earthquake

8-level Evocation
Casting Time: 1 action
Range: 500 feet
Components: V S M (a pinch of dirt, a piece of rock, and a lump of clay)
Duration: Concentration, up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

Fissures: Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures: The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the Nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

(Sorcerer)
Source: phb 236
9 Meteor Swarm 1 action
V S
Instantaneous
1 mile

Meteor Swarm

9-level Evocation
Casting Time: 1 action
Range: 1 mile
Components: V S
Duration: Instantaneous

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

(Sorcerer)
Source: phb 259
9 Power Word Kill 1 action
V
Instantaneous
60 feet

Power Word Kill

9-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

(Sorcerer)
Source: phb 266
9 Psychic Scream 1 action
S
Instantaneous
90 feet

Psychic Scream

9-level Enchantment
Casting Time: 1 action
Range: 90 feet
Components: S
Duration: Instantaneous

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

(Sorcerer)
Source: xge 163
9 Time Stop 1 action
V
Instantaneous
Self

Time Stop

9-level Transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet form the location where you cast it.

(Sorcerer)
Source: phb 283
9 Gate 1 action
V S M
1 minute
Concentration
60 feet

Gate

9-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a diamond worth at least 5,000 gp)
Duration: Concentration, up to 1 minute

You conjure a portal linking an unoccupied space you can see whithin range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you or help you.

(Sorcerer)
Source: phb 244
9 Mass Polymorph 1 action
V S M
1 hour
Concentration
120 feet

Mass Polymorph

9-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.

The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.

The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.

Notes: Concentration, up to 1 hour

(Sorcerer)
Source: xge 160
9 Wish 1 action
V
Instantaneous
Self

Wish

9-level Conjuration
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous

_Wish_ is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.

* You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

* 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 last turn). Reality reshapes itself to accomodate the new result. For example, a _wish_ spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the 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 cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, you Strength drops to 3 if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast _wish_ ever again if you suffer this stress.

(Sorcerer)
Source: phb 288
9 Blade of Disaster 1 bonus action
V S
Concentration, up to 1 minute
Concentration
60 feet

Blade of Disaster

9-level Conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V S
Duration: Concentration, up to Concentration, up to 1 minute

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
The blade can harmlessly pass through any barrier, including a wall of force.

(Sorcerer)
Source: TCoE 106
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