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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

  • casting time or both . The change lasts for 1 hour.
    • You cause simple shapes-such as the vague form of a creature
  • range an inanimate object

  • components 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
  • duration you can have up to three non-instantaneous effects created by it active at a time

and you can dismiss such an effect as an action.;Sorcerer (XGE)

Sorcerer change its color

S;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

  • casting time 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)
  • range 11th level (3d6)

  • components and 17th level (4d6).;Sorcerer (XGE)
  • duration

Sorcerer the target takes 1d6 cold damage

M;1 minute;(A bit of fleece)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

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration 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 its volume can range from a whisper to a scream. It can be your voice

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

  • casting time provided that this spell hasn't ended.;Sorcerer
  • range

muddy footprints you gain advantage on your first attack roll against the target

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S

  • casting time and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.;Sorcerer
  • range

1 inch of common metal M;8 hours;(a piece of cured leather)You touch a willing creature who isn't wearing armor

0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0;Frostbite;Evocation cantrip;1 action;60 feet;V 0;Frostbite;Evocation cantrip;1 action;60 feet;V
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration 0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Mage Armor;1st level Abjuration;1 action;Touch;V 1;Mage Armor;1st level Abjuration;1 action;Touch;V