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True Strike

  • casting time1 action
  • range30 feet

  • componentsS
  • durationConcentration,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.

Sorcerer Divination cantrip

Chaos Bolt

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

You hurl an undulating,warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit,the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
If you roll the same number on both d8s,the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target,and make a new damage roll,which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Sorcerer (XGE),, 1st level Evocation

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration1 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, 1st level Enchantment

Chromatic Orb

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • durationInstantaneous

a diamond worth at least 50 gp

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid,cold,fire,lightning,poison,or thunder for the type of orb you create,and then make a ranged spell attack against the target. If the attack hits,the creature takes 3d8 damage of the type you chose.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d8 for each slot level above 1st.

Sorcerer,, 1st level Evocation

Scorching Ray

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

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 2nd level Evocation

See Invisibility

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration1 hour

A pinch of Talc and a small sprinkling of powdered silver

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,, 2nd level Divination

Shadow Blade

  • casting time1 bonus action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 minute

You weave together threads of shadow to create a sword of solidified gloom in 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 a 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.

Sorcerer (XGE) 2nd level Illusion

Shatter

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationInstantaneous

a chip of mica

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 or higher,the damage increases by 1d8 for each slot level above 2nd.

Sorcerer, 2nd level Evocation

Snilloc's Snowball Swarm

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • durationInstantaneous

a piece of ice or a small white rock chip

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 (XGE),, 2nd level Evocation

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Spider Climb

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a drop of bitumen and a spider

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 climbing speed equal to its walking speed.

Sorcerer,, 2nd level Transmutation

Suggestion [1/2]

  • casting time1 action
  • range30 feet

  • componentsV,M
  • durationConcentration,up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

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 purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time,the spell ends when the subject 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 five her warhorse to the first beggar she meets. If the condition isn't met before the spell expires,the activity isn't

Sorcerer,, 2nd level Enchantment

Suggestion [2/2]

  • casting time1 action
  • range30 feet

  • componentsV,M
  • durationConcentration,up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

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

Sorcerer,, 2nd level Enchantment

Warding Wind

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration,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.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor,gas,and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Sorcerer (XGE),, 2nd level Evocation

Web

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a bit of spider web

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 actions to make a Strength check 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.

Sorcerer, 2nd level Conjuration

Blink

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration1 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 you 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 more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you,unless they have the ability to do so.

Sorcerer 3rd level Transmutation

Catnap

  • casting time1 action
  • range30 feet

  • componentsS,M
  • duration10 minutes

a pinch of sand

You make a calming gesture,and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's 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 (XGE), 3rd level Enchantment

Clairvoyance [1/2]

  • casting time10 minutes
  • range1 mile

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a focus worth at least 100 gp,either a jeweled horn for hearing or a glass eye for scrying

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

Sorcerer, 3rd level Divination

Clairvoyance [2/2]

  • casting time10 minutes
  • range1 mile

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a focus worth at least 100 gp,either a jeweled horn for hearing or a glass eye for scrying

creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous,intangible orb about the size of your fist.

Sorcerer, 3rd level Divination

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Counterspell

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

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,, 3rd level Abjuration

Daylight

  • casting time1 action
  • range60 feet

  • componentsV,S
  • duration1 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 with 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 or lower,the spell that created the darkness is dispelled.

Sorcerer, 3rd level Evocation

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

Choose any 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 3rd level Abjuration

Enemies Abound

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,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. lf an enemy provokes an opportunity attack from the affected creature,the creature must make that attack if it is able to.

Sorcerer (XGE),, 3rd level Enchantment

Erupting Earth

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationInstantaneous

a piece of obsidian

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. 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 4th level or higher,the damage increases by 1d12 for each slot level above 3rd.

Sorcerer (XGE), 3rd level Transmutation

Fear

  • casting time1 action
  • rangeSelf (30-foot cone)

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a white feather or the heart of a hen

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.

Sorcerer,, 3rd level Illusion

Fireball

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationInstantaneous

a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius 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,, 3rd level Evocation

Flame Arrows

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,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.

Sorcerer (XGE), 3rd level Transmutation

Fly

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a wing feather from any bird

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 3rd level Transmutation

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Gaseous Form

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a bit of gauze and a wisp of smoke

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,, 3rd level Transmutation

Haste

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a shaving of licorice root

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,, 3rd level Transmutation

Hypnotic Pattern

  • casting time1 action
  • range120 feet

  • componentsS,M
  • durationConcentration,up to 1 minute

a glowing stick of incense or a crystal vial filled with phosphorescent material

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,, 3rd level Illusion

Lightning Bolt

  • casting time1 action
  • rangeSelf (100-foot line)

  • componentsV,S,M
  • durationInstantaneous

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

A stroke of lightning forming a line of 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 above 3rd.

Sorcerer 3rd level Evocation

Major Image [1/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a bit of fleece

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 of 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 of a creature and move it,you can alter the image so that it appears to be walking. Similarly,you can cause the illusion to make different sounds at different times,even making it carry on a conversation,for example.
Physical interaction with the image reveals it to be

Sorcerer,, 3rd level Illusion

Major Image [2/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a bit of fleece

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 of 6th level or higher,the spell lasts until dispelled,without requiring your concentration.

Sorcerer,, 3rd level Illusion

Melf's Minute Meteors

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

niter,sulfur,and pine tar formed into a bead

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 (XGE) 3rd level Evocation

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 hour

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

Sorcerer,, 3rd level Abjuration

Sleet Storm

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a pinch of dust and a few drops of water

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.

Sorcerer 3rd level Conjuration

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Slow

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a drop of molasses

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 throw or 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 throw at the end of its turn. On a successful save,the effect ends for it.

Sorcerer,, 3rd level Transmutation

Stinking Cloud

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a rotten egg or several skunk cabbage leaves

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.

Sorcerer 3rd level Conjuration

Thunder Step

  • casting time1 action
  • range90 feet

  • componentsV
  • durationInstantaneous

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 (XGE),, 3rd level Conjuration

Tidal Wave

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationInstantaneous

a drop of water

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 failed save,a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save,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,and then it vanishes.

Sorcerer (XGE), 3rd level Conjuration

Tongues

  • casting time1 action
  • rangeTouch

  • componentsV,M
  • duration1 hour

a small clay model of a ziggurat

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 3rd level Divination

Wall of Water

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a drop of water

You create 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.

Sorcerer (XGE),, 3rd level Evocation

Water Breathing (ritual)

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • duration24 hours

a short reed or piece of straw

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

Sorcerer, 3rd level Transmutation

Water Walk (ritual)

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • duration1 hour

a piece of cork

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 heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your 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, 3rd level Transmutation

Banishment

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

an item distasteful to the target

You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence 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 existence that the one you're on,the target is banished with a faint popping noise,returning to its home plane. If the spell ends before 1 minute has passed,the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise,the target doesn't return.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,you can target one additional creature for each slot level above 4th.

Sorcerer, 4th level Abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
4 4

Blight

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationInstantaneous

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. This 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 or higher,the damage increases by 1d8 for each slot level above 4th.

Sorcerer 4th level Necromancy

Charm Monster

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw,and it 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 (XGE), 4th level Enchantment

Confusion [1/2]

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

three nut shells

This spell assaults and twists creatures' minds,spawning delusions and provoking uncontrolled actions. 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 be 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 behavior for that turn.
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 its turns,an affected target can make a Wisdom saving throw. If it succeeds,this effect ends for that target.

Sorcerer 4th level Enchantment

Confusion [2/2]

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

three nut shells

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 slot above 4th.

Sorcerer 4th level Enchantment

Dimension Door

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

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 4th level Conjuration

Dominate Beast [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,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

Sorcerer 4th level Enchantment

Dominate Beast [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

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 4th level Enchantment

Greater Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,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, 4th level Illusion

Ice Storm

  • casting time1 action
  • range300 feet

  • componentsV,S,M
  • durationInstantaneous

a pinch of dust and a few drops of water

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, 4th level Evocation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Polymorph [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a caterpillar cocoon

This spell transforms a creature with at least 1 hit point 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

Sorcerer,, 4th level Transmutation

Polymorph [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a caterpillar cocoon

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,, 4th level Transmutation

Sickening Radiance

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,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 the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Sorcerer (XGE),, 4th level Evocation

Stoneskin

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

diamond dust worth 100 gp,which the spell consumes

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.

Sorcerer,, 4th level Abjuration

Storm Sphere

  • casting time1 action
  • range150 feet

  • componentsV,S
  • durationConcentration,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 ofyour 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 for each of its effects increases by 1d6 for each slot level above 4th.

Sorcerer (XGE), 4th level Evocation

Vitriolic Sphere

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationInstantaneous

a drop of giant slug bile

You point at a location within range,and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius sphere. 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 (XGE) 4th level Evocation

Wall of Fire

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a small piece of phosphorus

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 think,or a ringed wall up to 20 feet in diameter,20 feet high,and 1 foot think. 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.

Sorcerer, 4th level Evocation

Watery Sphere [1/2]

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a droplet of water

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover 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 of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically,and a Large or smaller creature can choose to fail it. 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,ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity,a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an

Sorcerer (XGE) 4th level Conjuration

Watery Sphere [2/2]

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a droplet of water

action,you can move the sphere up to 30 feet in a straight line. If it moves over a pit,a cliff,or other drop-off,it safely descends until it is hovering 10 feel above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures,forcing them to make the saving throw.
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. The water then vanishes.

Sorcerer (XGE) 4th level Conjuration

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4 4

Animate Objects [1/2]

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,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.
An animated object is a construct with AC,hit points,attacks,Strength,and Dexterity determine 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 objects lack

Sorcerer 5th level Transmutation

Animate Objects [2/2]

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

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 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 determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
Animated Object Statistics
Size. .,HP,AC,Hit,Damage,Str,Dex
Tiny. .,20,18,+8,1d4 + 4.,4,18
Small,25,16,+6,1d8 + 2.,6,14
Med. .,40,13,+5,2d6 + 1,10,12
Large,50,10,+6,2d10 +2,14,10
Huge.,80,10,+8,2d12 +4,18,6
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.

Sorcerer 5th level Transmutation

Cloudkill

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,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.

Sorcerer, 5th level Conjuration

Cone of Cold

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV,S,M
  • durationInstantaneous

a small crystal or glass cone

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,, 5th level Evocation

Control Winds [1/2]

  • casting time1 action
  • range300 feet

  • componentsV,S
  • durationConcentration,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.
Gusts: A wind picks up within the cube,continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm,moderate,or strong. If the wind is moderate or strong,ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong,any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls . A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save,the creature is knocked prone.
Updraft: You

Sorcerer (XGE), 5th level Transmutation

Control Winds [2/2]

  • casting time1 action
  • range300 feet

  • componentsV,S
  • durationConcentration,up to 1 hour

cause a sustained updraft within the cube,rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump,the creature can jump up to 10 feet higher than normal.

Sorcerer (XGE), 5th level Transmutation

Creation

  • casting time1 minute
  • range30 feet

  • componentsV,S,M
  • durationSpecial

a tiny piece of matter of the same type of the item you plan to create

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.
Duration: Vegetable matter - 1 day. Stone/crystal - 12 hours. Precious metals - 1 hour. Gems - 10 minutes. Adamantine/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,, 5th level Illusion

Dominate Person [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,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

Sorcerer, 5th level Enchantment

Dominate Person [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

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, 5th level Enchantment

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Enervation

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,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 a 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.

Sorcerer (XGE) 5th level Necromancy

Far Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration,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.

Sorcerer (XGE), 5th level Conjuration

Hold Monster

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a small,straight piece of iron

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 on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Sorcerer,, 5th level Enchantment

Immolation

  • casting time1 action
  • range90 feet

  • componentsV
  • durationConcentration,up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 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 4d6 fire damage on a failed save,and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.
If damage from this spell kills a target,the target is turned to ash.

Sorcerer (XGE) 5th level Evocation

Insect Plague

  • casting time1 action
  • range300 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a few grains of sugar,some kernels of grain,and a smear of fat

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 level or higher,the damage increases by 1d10 for each slot level above 5th.

Sorcerer,, 5th level Conjuration

Seeming [1/2]

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration8 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 appearances 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 inspections. 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 then 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

Sorcerer,, 5th level Illusion

Seeming [2/2]

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration8 hours

against your spell save DC. If it succeeds,it becomes aware that the target is disguised.

Sorcerer,, 5th level Illusion

Skill Empowerment

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 hour

Your magic deepens a creature's 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.

Sorcerer (XGE), 5th level Transmutation

Synaptic Static

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in 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 rolled from all its attack rolls and ability checks,as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns,ending the effect on itself on a success.

Sorcerer (XGE) 5th level Enchantment

5 5
5 5
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5 5
5 5
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5 5

Telekinesis [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,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.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest,you move the creature up to 30 feet in any direction,including upward but not beyond the range of this spell. Until the end of your next turn,the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds,you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried,you automatically move it up to 30 feet in any direction,but not beyond the range of this spell.
If the object is

Sorcerer, 5th level Transmutation

Telekinesis [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,up to 10 minutes

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.

Sorcerer, 5th level Transmutation

Teleportation Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV,M
  • duration1 round

rare chalks and inks infused with precious gems with 50 gp,which the spell consumes

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

Sorcerer,, 5th level Conjuration

Teleportation Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV,M
  • duration1 round

rare chalks and inks infused with precious gems with 50 gp,which the spell consumes

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,, 5th level Conjuration

Wall of Light [1/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a hand mirror

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 bright light out to 120 feet and dim light for an additional 120 feet.
When the wall appears,each creature in its area must make a Constitution saving throw. On a failed save,a creature takes 4d8 radiant damage,and it is blinded for 1 minute. On a successful save,it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns,ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes 4d8 radiant damage.
Until the spell ends,you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a

Sorcerer (XGE),, 5th level Evocation

Wall of Light [2/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a hand mirror

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.

Sorcerer (XGE),, 5th level Evocation

Wall of Stone [1/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a small block of granite

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 on 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 resting 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

Sorcerer 5th level Evocation

Wall of Stone [2/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a small block of granite

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.

Sorcerer 5th level Evocation

Arcane Gate

  • casting time1 action
  • range500 feet

  • componentsV,S
  • durationConcentration,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 non-portal 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.

Sorcerer, 6th level Conjuration

5 5
5 5
5 5
5 5
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5 5
5 5
5 5
6 6

Chain Lightning

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationInstantaneous

a bit of fur,a piece of amber,glass,or crystal rod,and three silver pins

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 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 6th level Evocation

Circle of Death

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationInstantaneous

the powder of a crushed black pearl worth at least 500 gp

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,, 6th level Necromancy

Disintegrate [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationInstantaneous

a lodestone and a pinch of dust

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

Sorcerer, 6th level Transmutation

Disintegrate [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationInstantaneous

a lodestone and a pinch of dust

slot level above 6th.

Sorcerer, 6th level Transmutation

Eyebite

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,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 6th level Necromancy

Globe of Invulnerability

  • casting time1 action
  • rangeSelf (10-foot radius)

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a glass or crystal bead that shatters when the spell ends

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, 6th level Abjuration

Investiture of Flame

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 10 minutes

Flames race across your body,shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends,you gain the following benefits:
• 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.

Sorcerer (XGE), 6th level Transmutation

Investiture of Ice

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 10 minutes

Until the spell ends,ice rimes your body,and you gain the following benefits:
• 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 terra in 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 da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Sorcerer (XGE), 6th level Transmutation

Investiture of Stone

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 10 minutes

Until the spell ends,bits of rock spread across your body,and you gain the following benefits:
• You have resistance to bludgeoning,piercing,and slashing damage from nonmagical attacks.
• 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.

Sorcerer (XGE),, 6th level Transmutation

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6 6

Investiture of Wind

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 10 minutes

Until the spell ends,wind whirls around you,and you gain the following benefits:
• 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 ofyou. 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.

Sorcerer (XGE), 6th level Transmutation

Mass Suggestion [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,M
  • duration24 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

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

Sorcerer 6th level Enchantment

Mass Suggestion [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,M
  • duration24 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

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 6th level Enchantment

Mental Prison

  • casting time1 action
  • range60 feet

  • componentsS
  • durationConcentration,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 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.

Sorcerer (XGE) 6th level Illusion

Move Earth [1/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 2 hours

an iron blade and a small bag containing a mixture of soils - clay,loam,and sand

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

Sorcerer,, 6th level Transmutation

Move Earth [2/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 2 hours

an iron blade and a small bag containing a mixture of soils - clay,loam,and sand

collapse.
Similarly,this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

Sorcerer,, 6th level Transmutation

Scatter

  • casting time1 action
  • range30 feet

  • componentsV
  • durationInstantaneous

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. That space must be on the ground or on a floor.

Sorcerer (XGE) 6th level Conjuration

Sunbeam

  • casting time1 action
  • rangeSelf (60-foot line)

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a magnifying glass

A beam of brilliant light flashes out from your hand in a 5-foot-wide,60-foot-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. The light is sunlight.

Sorcerer,, 6th level Evocation

True Seeing

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 hour

an ointment for the eyes that costs 25 gp,is made from mushroom powder,saffron,and fat,and is consumed by the spell

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,, 6th level Divination

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Crown of Stars

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration1 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 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 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 created increases by two for each slot level above 7th.

Sorcerer (XGE),, 7th level Evocation

Delayed Blast Fireball [1/2]

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a tine ball of bat guano and sulfur

A beam of yellow light flashes from your pointing finger,then condenses to linger at a chosen 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

Sorcerer 7th level Evocation

Delayed Blast Fireball [2/2]

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a tine ball of bat guano and sulfur

explodes.
The fire damages objects in the area and 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.

Sorcerer 7th level Evocation

Etherealness [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationUp 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 plaen you originated from.
When the spell ends,you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens,you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
This

Sorcerer,, 7th level Transmutation

Etherealness [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationUp to 8 hours

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,, 7th level Transmutation

Finger of Death

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

You send negative energy 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,, 7th level Necromancy

Fire Storm

  • casting time1 action
  • range150 feet

  • componentsV,S
  • durationInstantaneous

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes,which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save,or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose,plant life in the area is unaffected by this spell.

Sorcerer,, 7th level Evocation

Plane Shift [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

a forked,metal rod worth at least 250 gp,attuned to a particular plane of existence

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 its 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. Choose a creature within your reach and make a melee spell attack against it. On a hit,the creature must make a Charisma saving throw. If the

Sorcerer,, 7th level Conjuration

Plane Shift [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

a forked,metal rod worth at least 250 gp,attuned to a particular plane of existence

creature fails the 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,, 7th level Conjuration

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Power Word Pain

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

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 a 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 ofeach of its turns. On a successful save,the pain ends.

Sorcerer (XGE),, 7th level Enchantment

Prismatic Spray [1/2]

  • casting time1 action
  • rangeSelf (60 foot cone)

  • componentsV,S
  • durationInstantaneous

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 cone 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 damage on a successful one.
2-Orange: The target takes 10d6 acid damage on a failed save,or half as much damage on a successful one.
3-Yellow: The target takes 10d6 lightning damage on a failed save,or half as much damage on a successful one.
4-Green: The target takes 10d6 poison damage on a failed save,or half as much damage on a successful one.
5-Blue: The target takes 10d6 cold damage on a failed save,or half as much damage on a successful one.
6-Indigo: On a failed save,the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times,the spell ends. If it fails its save three times,it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive,keep track of both until the

Sorcerer,, 7th level Evocation

Prismatic Spray [2/2]

  • casting time1 action
  • rangeSelf (60 foot cone)

  • componentsV,S
  • durationInstantaneous

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,, 7th level Evocation

Reverse Gravity

  • casting time1 action
  • range100 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a lodestone and iron filings

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 creatures 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,, 7th level Transmutation

Teleport [1/3]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous

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-Similar Area-Off Target-On Target
Perm. Circle - xxxx - xxxxxxxxxx - xxxxxxxx - 01-100
Assoc. Object - xxxx - xxxxxxxxx - xxxxxxxx - 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 Dest. - - - 01-50 - 51-100. - - xxxxxxxx - xxxxxx
Familiarity: Permanent Circle means a permanent teleportation circle whose sigil sequence you know. Associated Object means that you possess an object taken from the desired destination

Sorcerer,, 7th level Conjuration

Teleport [2/3]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous

within the last six months,such as a book from a wizard's library,bed linen from a royal suite,or a chunk of marble from a Lich's secret tomb.
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 some place 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 viewed an illusion,or you are attempting to teleport to a familiar location that no longer exists.
On Target: You and your group (or the target object) appear where you want to go.
Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be travelled. For example,if you tried to travel 120 miles,landed off target,and rolled a 5 and 3 on the two d10s,then you would be off target by 15 percent,or 18

Sorcerer,, 7th level Conjuration

Teleport [3/3]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous

miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north,2 as north-east,3 as east,and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea,you could be in trouble.
Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory,for example,you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally,you appear in the closest similar place,but since the spell has no range limit,you could conceivably wind up anywhere on the plane.
Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage and the DM rerolls on the table to see where you wind up (multiple mishaps can occur,dealing damage each time).

Sorcerer,, 7th level Conjuration

Whirlwind [1/2]

  • casting time1 action
  • range300 feet

  • componentsV,M
  • durationConcentration,up to 1 minute

a piece of straw

A whirlwind howls down to a point that you can see on the ground within range. 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

Sorcerer (XGE), 7th level Evocation

Whirlwind [2/2]

  • casting time1 action
  • range300 feet

  • componentsV,M
  • durationConcentration,up to 1 minute

a piece of straw

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 x 10 feet away from it in a random direction.

Sorcerer (XGE), 7th level Evocation

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Abi-Dalzim's Horrid Wilting

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationInstantaneous

a bit of sponge

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 (XGE) 8th level Necromancy

Dominate Monster [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,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

Sorcerer, 8th level Enchantment

Dominate Monster [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,up to 1 hour

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, 8th level Enchantment

Earthquake [1/3]

  • casting time1 action
  • range500 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

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

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

Sorcerer,, 8th level Evocation

Earthquake [2/3]

  • casting time1 action
  • range500 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

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

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

Sorcerer,, 8th level Evocation

Earthquake [3/3]

  • casting time1 action
  • range500 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

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

become buried.

Sorcerer,, 8th level Evocation

Incendiary Cloud

  • casting time1 action
  • range150 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within 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,, 8th level Conjuration

Power Word Stun

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

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,, 8th level Enchantment

Sunburst

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationInstantaneous

fire and a piece of sunstone

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, 8th level Evocation

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Gate [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a diamond worth at least 5,000 gp

You conjure a portal linking an unoccupied space you can see within 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

Sorcerer,, 9th level Conjuration

Gate [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a diamond worth at least 5,000 gp

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,, 9th level Conjuration

Mass Polymorph [1/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a caterpillar cocoon

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 bas no more temporary hit points or it dies. If the spell ends before then,the creature loses all its

Sorcerer (XGE),, 9th level Transmutation

Mass Polymorph [2/2]

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a caterpillar cocoon

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.

Sorcerer (XGE),, 9th level Transmutation

Meteor Swarm

  • casting time1 action
  • range1 mile

  • componentsV,S
  • durationInstantaneous

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, 9th level Evocation

Power Word Kill

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer,it dies. Otherwise,the spell has no effect.

Sorcerer, 9th level Enchantment

Psychic Scream

  • casting time1 action
  • range90 feet

  • componentsS
  • durationInstantaneous

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 mak e 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 ofeach of its turns. On a successful save,the stunning effect ends.

Sorcerer (XGE), 9th level Enchantment

Time Stop

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationInstantaneous

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 from the location where you cast it.

Sorcerer 9th level Transmutation

Wish [1/3]

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationInstantaneous

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. Alternatively,you can create one of the following effects of your choice.
• 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

Sorcerer 9th level Conjuration

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Wish [2/3]

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationInstantaneous

turn). Reality reshapes itself to accommodate 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

Sorcerer 9th level Conjuration

Wish [3/3]

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationInstantaneous

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,your 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 9th level Conjuration

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