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S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Warlock

Sorcerer floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

S;Instantaneous;You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12)

  • casting time and 17 level (4d12). ;Warlock
  • range

Sorcerer 11th level (3d12)

S

  • casting time manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points
  • range the creature takes 5 cold damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components both the temporary hit points and the cold damage increase by 5 for each slot level above 1st. ;Warlock
  • duration

Sorcerer M;1 hour;(a cup of water)A protective magical force surrounds you

S;Concentration

  • casting time you know if there is an aberration
  • range celestial

  • components elemental
  • duration fey

fiend

or undead within 30 feet of you up to 10 minutes;For the duration

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

or undead within 30 feet of you including your clothing

S

  • casting time incense
  • range and herbs that must be consumed by fire in a brass brazier)You gain the service of a familiar

  • components a spirit that takes an animal form you choose - bat
  • duration cat

crab

frog (toad) M;Instantaneous;(10 gp worth of charcoal

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Warlock (Marid)

frog (toad) up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

S

  • casting time up to 1 hour;(the petrified eye of a newt)You place a curse on a creature that you can see within range. Until the spell ends
  • range you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also

  • components choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
    If the target drops to 0 hit points before this spell ends
  • duration you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
    At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level

you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher

frog (toad) M;Concentration

S

  • casting time up to 10 minute;(a bit of fleece)You create the image of an object
  • range a creature

  • components or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual
  • duration it isn't accompanied by sound

smell

frog (toad) M;Concentration

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Poison Spray;Conjuration cantrip;1 action;10 feet;V 0;Poison Spray;Conjuration cantrip;1 action;10 feet;V
1;Armor of Agathys;1st level Abjuration;1 action;Self;V 1;Armor of Agathys;1st level Abjuration;1 action;Self;V
1;Detect Evil and Good;1st level Divination;1 action;Self;V 1;Detect Evil and Good;1st level Divination;1 action;Self;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V
1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V 1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Hex;1st level Enchantment ;1 bonus action;90 feet;V 1;Hex;1st level Enchantment ;1 bonus action;90 feet;V
1;Silent Image;1st level Illusion;1 action;60 feet;V 1;Silent Image;1st level Illusion;1 action;60 feet;V

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Warlock

frog (toad) shifting and wavering to all who can see you. For the duration

S

  • casting time up to 1 hour;(an eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Warlock

frog (toad) M;Concentration

S

  • casting time up to 1 minute;(A bit of fleece)You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound

temperature

and other stimuli M;Concentration

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration 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

and other stimuli 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

S;Instantaneous;You hurl a bubble of acid. Choose one creature within range

  • casting time 11th level (3d6) and 17th level (4d6). ;Sorcerer
  • range

and other stimuli or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6)

S;1 round;You extend your hand and trace a sigil of warding in the air. Until the end of your next turn

  • casting time piercing
  • range and slashing damage dealt by weapon attacks.;Sorcerer

and other stimuli you have resistance against bludgeoning

M;1 round;(a melee weapon worth at least 1 sp)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit

  • casting time the target takes 1d8 thunder damage
  • range and the spell ends.
    At Higher Levels. At 5th level

  • components the melee attack deals an extra 1d8 thunder damage to the target on a hit
  • duration and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).;Sorcerer (TCE)

and other stimuli the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then

M;1 round;(a weapon)As part of the action used to cast this spell

  • casting time otherwise the spell fails. On a hit
  • range the target suffers the attack's normal effects

  • components and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then
  • duration it immediately takes 1d8 thunder damage

and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level

and other stimuli you must make a melee attack with a weapon against one creature within the spell's range

S;1 round;You create a ghostly

  • casting time the target takes 1d8 necrotic damage
  • range and it can't regain hit points until the start of your next turn. Until then

  • components the hand clings to the target.
    If you hit an undead target
  • duration it also has disadvantage on attack rolls against you until the end of your next turn.
    This spell's damage increases by 1d8 when you reach 5th level (2d8)

11th level (3d8)

and 17th level (4d8). ;Sorcerer skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit

2;Blur;2nd level Illusion;1 action;Self;V;Concentration 2;Blur;2nd level Illusion;1 action;Self;V;Concentration
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V 2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V
2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V
0;Acid Splash;Conjuration cantrip;1 action;60 feet;V 0;Acid Splash;Conjuration cantrip;1 action;60 feet;V
0;Blade Ward;Abjuration cantrip;1 action;Self;V 0;Blade Ward;Abjuration cantrip;1 action;Self;V
0;Booming Blade;Evocation cantrip;1 action;Self (5-foot radius);S 0;Booming Blade;Evocation cantrip;1 action;Self (5-foot radius);S
0;Booming Blade;Evocation cantrip;1 action;5 feet;V 0;Booming Blade;Evocation cantrip;1 action;5 feet;V
0;Chill Touch;Necromancy cantrip;1 action;120 feet;V 0;Chill Touch;Necromancy cantrip;1 action;120 feet;V

provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame

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

  • components or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
    If you cast this spell multiple times
  • duration you can have up to three non-instantaneous effects created by it active at a time

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

and 17th level (4d8). ;Sorcerer change its color

S;Concentration

  • casting time the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren't being worn or carried.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).;Sorcerer (XGE)
  • duration

and 17th level (4d8). ;Sorcerer up to 1 minute;You create a bonfire on ground that you can see within range. Until the spells ends

S

  • casting time up to 1 minute;You create up to four torch-sized lights within range
  • range making them appear as torches

  • components lanterns
  • duration or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose

each light sheds dim light in a 10-foot radius.
As a bonus action on your turn

and 17th level (4d8). ;Sorcerer M;Concentration

S;Instantaneous;You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit

  • casting time 11th level (3d10)
  • range and 17th level (4d10). ;Sorcerer

and 17th level (4d8). ;Sorcerer the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10)

M;Concentration

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

  • components depending on the nature of your interaction with it.;Sorcerer
  • duration

and 17th level (4d8). ;Sorcerer up to 1 minute;For the duration

S;Instantaneous;You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save

  • casting time and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    The spell's damage increases by 1d6 when you reach 5th level (2d6)
  • range 11th level (3d6)

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

and 17th level (4d8). ;Sorcerer the target takes 1d6 cold damage

M;Instantaneous;(a melee weapon worth at least 1 sp)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit

  • casting time and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    At Higher Levels. At 5th level
  • range the melee attack deals an extra 1d8 fire damage to the target on a hit

  • components and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).;Sorcerer (TCE)
  • duration

and 17th level (4d8). ;Sorcerer the target suffers the weapon attack's normal effects

M;1 round;(a weapon)As part of the action used to cast this spell

  • casting time otherwise the spell fails. On a hit
  • range the target suffers the attack's normal effects

  • components and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    This spell's damage increases when you reach higher levels. At 5th level
  • duration the melee attack deals an extra 1d8 fire damage to the target

and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.;Sorcerer (SCAG)

and 17th level (4d8). ;Sorcerer you must make a melee attack with a weapon against one creature within the spell's range

S;Instantaneous;You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air

  • casting time wind to slam shutters closed
  • range or your clothing to ripple in a breeze.;Sorcerer (XGE)

and 17th level (4d8). ;Sorcerer such as causing leaves to rustle

0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V 0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V
0;Dancing Lights;Evocation cantrip;1 action;120 feet;V 0;Dancing Lights;Evocation cantrip;1 action;120 feet;V
0;Fire Bolt;Evocation cantrip;1 action;120 feet;V 0;Fire Bolt;Evocation cantrip;1 action;120 feet;V
0;Friends;Enchantment cantrip;1 action;Self;S 0;Friends;Enchantment cantrip;1 action;Self;S
0;Frostbite;Evocation cantrip;1 action;60 feet;V 0;Frostbite;Evocation cantrip;1 action;60 feet;V
0;Green-Flame Blade;Evocation cantrip;1 action;Self (5-foot radius);S 0;Green-Flame Blade;Evocation cantrip;1 action;Self (5-foot radius);S
0;Green-Flame Blade;Evocation cantrip;1 action;5 feet;V 0;Green-Flame Blade;Evocation cantrip;1 action;5 feet;V
0;Gust;Transmutation cantrip;1 action;30 feet;V 0;Gust;Transmutation cantrip;1 action;30 feet;V

S

  • casting time fleas
  • range and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw

  • components or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1
  • duration north: 2

south: 3

east: or 4 M;Instantaneous;(a living flea)You cause a cloud of mites

M;1 hour;(a firefly or phosphorescent moss)You touch one object that is no larger than 10 feet in any dimension. Until the spell ends

  • casting time that creature must succeed on a Dexterity saving throw to avoid the spell. ;Sorcerer
  • range

east: or 4 the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature

11th level (3d8)

east: or 4 and 17th level (4d8).;Sorcerer (TCE)

11th level (3d8)

east: or 4 and 17th level (4d8).;Sorcerer (SCAG)

S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Sorcerer

east: or 4 floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

S

  • casting time such as broken chain link
  • range two halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

east: or 4 M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. ;Sorcerer

east: or 4 M;1 round;(a short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence

11th level (3d6)

east: or 4 and 17th level (4d6).;Sorcerer

M;1 minute;(A bit of fleece)You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound

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

  • components a beating of drums
  • duration or any other sound you choose. The sound continues unabated throughout the duration

or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair

muddy footprints its volume can range from a whisper to a scream. It can be your voice

0;Infestation;Conjuration cantrip;1 action;30 feet;V 0;Infestation;Conjuration cantrip;1 action;30 feet;V
0;Light;Evocation cantrip;1 action;Touch;V 0;Light;Evocation cantrip;1 action;Touch;V
0;Lightning Lure;Evocation cantrip;1 action;Self (15-foot radius);V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;Self (15-foot radius);V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;15 feet;V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;15 feet;V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S

you can instantaneously excavate it

  • casting time and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes
  • range colors

  • components or both to appear on the dirt or stone
  • duration spelling out words

creating images

muddy footprints move it along the ground

S;Instantaneous;You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12)

  • casting time and 17 level (4d12). ;Sorcerer
  • range

muddy footprints 11th level (3d12)

S;Up to 1 hour;This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

muddy footprints harmless sensory effect

S;Instantaneous;A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time and its speed is reduced by 10 feet until the start of your next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8). ;Sorcerer
  • duration

muddy footprints it takes 1d8 cold damage

up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water

  • casting timeyou can have no more than two of its non-instantaneous effects active at a time
  • range and you can dismiss such an effect as an action.;Sorcerer (XGE)

muddy footprints provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times

S;Instantaneous;Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit

  • casting time and it can't take reactions until the start of its next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8). ;Sorcerer
  • duration

muddy footprints the target takes 1d8 lightning damage

11th level (3d6)

muddy footprints and 17th level (4d6).;Sorcerer (TCE)

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Sorcerer (SCAG)

muddy footprints must succeed on a Dexterity saving throw or take 1d6 force damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Sorcerer (XGE)

muddy footprints must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
0;Poison Spray;Conjuration cantrip;1 action;10 feet;V 0;Poison Spray;Conjuration cantrip;1 action;10 feet;V
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Ray of Frost;Evocation cantrip;1 action;60 feet;V 0;Ray of Frost;Evocation cantrip;1 action;60 feet;V
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0;Shocking Grasp;Evocation cantrip;1 action;Touch;V 0;Shocking Grasp;Evocation cantrip;1 action;Touch;V
0;Sword Burst;Conjuration cantrip;1 action;Self (5-foot radius);V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6)
0;Sword Burst;Conjuration cantrip;1 action;Self (5-foot radius);V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6)
0;Sword Burst;Conjuration cantrip;1 action;5 feet;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. Each creature within range 0;Sword Burst;Conjuration cantrip;1 action;5 feet;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. Each creature within range
0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range 0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range

up to 1 round;You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn

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

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

11th level (3d6)

muddy footprints and 17th level (4d6).;Sorcerer (Aberrant Mind)

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
  • duration lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also

the first time you hit with a melee attack on your next turn

muddy footprints cold

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;Sorcerer

muddy footprints a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

stopping early if it impacts against a solid surface. If the object would strike a creature

  • casting time the object strikes the target and stops moving. When the object strikes something
  • range the object and what it strikes each take 3d8 bludgeoning damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the maximum weight of objects that you can target with this spell increases by 5 pounds
  • duration and the damage increases by 1d8

for each slot level above 1st.;Sorcerer (XGE)

muddy footprints that creature must make a Dexterity saving throw. On a failed save

S;Instantaneous;You hurl an undulating

  • casting time 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
  • range 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

  • components and make a new damage roll
  • duration 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)

muddy footprints warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time 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
  • range 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

  • components 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
  • duration

muddy footprints and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S

  • casting time cold
  • range fire

  • components lightning
  • duration poison

or thunder for the type of orb you create

muddy footprints M;Instantaneous;(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

S

  • casting time yellow
  • range and blue)A dazzling array of flashing

  • components colored light springs from your hand. Roll 6d10
  • duration the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
    Starting with the creature that has the lowest current hit points

each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

muddy footprints M;1 round;(a pinch of powder or sand that is colored red

0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration 0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V
1;Catapult;1st level Transmutation;1 action;60 feet;S;Instantaneous;Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground 1;Catapult;1st level Transmutation;1 action;60 feet;S;Instantaneous;Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground
1;Chaos Bolt;1st level Evocation;1 action;120 feet;V 1;Chaos Bolt;1st level Evocation;1 action;120 feet;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Chromatic Orb;1st level Evocation;1 action;90 feet;V 1;Chromatic Orb;1st level Evocation;1 action;90 feet;V
1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V 1;Color Spray;1st level Illusion;1 action;Self (15-foot cone);V

S

  • casting time you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see
  • range but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn't decode secret messages in a text or glyph

  • components such as an arcane sigil
  • duration that isn't part of a written language. ;Sorcerer

muddy footprints M;1 hour;(a pinch of soot and salt)For the duration

S;Concentration

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

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

but is blocked by 1 foot of stone

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

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

1 inch of common metal including your clothing

S;Instantaneous;You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st.;Sorcerer (XGE)
  • duration

1 inch of common metal a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

S;Concentration

  • casting time and then as a bonus action on each of your turns until the spell ends
  • range you can take the Dash action.;Sorcerer

1 inch of common metal up to 10 minutes;This spell allows you to move at an incredible pace. When you cast this spell

S

  • casting time you gain 1d4+4 temporary hit points for the duration.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range you gain 5 additional temporary hit points for each slot level above 1st. ;Sorcerer

1 inch of common metal M;1 hour;(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life

M;1 minute;(a white feather or the heart of a hen)Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends

  • casting time and the spell ends for that creature.;Sorcerer
  • range

1 inch of common metal it takes no falling damage and can land on its feet

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Sorcerer

1 inch of common metal up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

M;Instantaneous;(a drop of water or piece of ice)You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit

  • casting time the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher
  • range the cold damage increases by 1d6 for each slot level above 1st.;Sorcerer (XGE)

1 inch of common metal the target takes 1d10 piercing damage. Hit or miss

1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V 1;Comprehend Languages (ritual);1st level Divination;1 action;Self;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V
1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V 1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V
1;False Life;1st level Necromancy;1 action;Self;V 1;False Life;1st level Necromancy;1 action;Self;V
1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V 1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Ice Knife;1st level Conjuration;1 action;60 feet;S 1;Ice Knife;1st level Conjuration;1 action;60 feet;S

S

1 inch of common metal M;1 minute;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Sorcerer

S

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

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

S;Instantaneous;You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

1 inch of common metal the spell creates one more dart for each slot above 1st. ;Sorcerer

S;Instantaneous;A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time it is also poisoned until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d8 for each slot level above 1st. ;Sorcerer

1 inch of common metal the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from magic missile.;Sorcerer

1 inch of common metal you have a +5 bonus to AC

S

  • casting time up to 10 minute;(a bit of fleece)You create the image of an object
  • range a creature

  • components or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual
  • duration it isn't accompanied by sound

smell

1 inch of common metal M;Concentration

S

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

1 inch of common metal M;1 minute;(a pinch of find sand

S

  • casting time up to 1 minute;(a bit of rotten food)A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
    At Higher Levels: When you cast this spell using a spell slot 2nd level or higher
  • range the damage increases by 2d4 for each slot level above 1st.;Sorcerer (TCE)

1 inch of common metal M;Concentration

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Sorcerer

1 inch of common metal a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V
1;Mage Armor;1st level Abjuration;1 action;Touch;V 1;Mage Armor;1st level Abjuration;1 action;Touch;V
1;Magic Missile;1st level Evocation;1 action;120 feet;V 1;Magic Missile;1st level Evocation;1 action;120 feet;V
1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V 1;Ray of Sickness;1st level Necromancy;1 action;60 feet;V
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V
1;Silent Image;1st level Illusion;1 action;60 feet;V 1;Silent Image;1st level Illusion;1 action;60 feet;V
1;Sleep;1st level Enchantment ;1 action;90 feet;V 1;Sleep;1st level Enchantment ;1 action;90 feet;V
1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V 1;Tasha's Caustic Brew;1st-level evocation;1 action;Self (30-foot line);V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V

S

  • casting time up to 1 minute;(a twig from a tree that has been struck by lightning)A beam of crackling
  • range blue energy lances out toward a creature within range

  • components forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit
  • duration the target takes 1d12 lightning damage

and on each of your turns for the duration

1 inch of common metal M;Concentration

S;Instantaneous;You invoke the power of Hadar

  • casting time a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save
  • range the creature takes half damage

  • components but suffers no other effect.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d6 for each slot level above 1st. ;Sorcerer (Aberrant Mind)

1 inch of common metal the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st. ;Sorcerer (Aberrant Mind)

1 inch of common metal it takes 3d6 psychic damage and must immediately use its reaction

S

  • casting time a window
  • range or an area within range that is no larger than a 20-foot cube. Until the spell ends

  • components an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell
  • duration you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. ;Sorcerer (Clockwork Soul)

1 inch of common metal M;8 hours;(a tiny bell and a piece of fine silver wire)You set an alarm against unwanted intrusion. Choose a door

S

  • casting time up to 10 minutes;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Concentration

S

  • casting time each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. ;Sorcerer (TCE)
  • range

fey M;1 minute;(a bit of pork rind or butter)Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears

S

  • casting time 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
  • range the damage increases by 1d8 for each slot level above 2nd.;Sorcerer (XGE)

fey M;Instantaneous;(a red dragon's scale)A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save

S;Concentration

  • casting time choose one of the following options
  • range the effects of which last for the duration of the spell. While the spell lasts

  • components you can end one option as an action to gain the benefits of a different one.
    Aquatic Adaptation: You adapt your body to an aquatic environment
  • duration sprouting gills

and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like

including your height up to 1 hour;You assume a different form. When you cast the spell

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Sorcerer

including your height the target can make a Constitution saving throw. On a success

1;Witch Bolt;1st level Evocation;1 action;30 feet;V 1;Witch Bolt;1st level Evocation;1 action;30 feet;V
1;Arms of Hadar;1st level Conjuration;1 action;Self (10-foot radius);V 1;Arms of Hadar;1st level Conjuration;1 action;Self (10-foot radius);V
1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear 1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
1;Grease;1st level Conjuration;1 action;60 feet;V 1;Grease;1st level Conjuration;1 action;60 feet;V
2;Aganazzar's Scorcher;2nd level Evocation;1 action;30 feet;V 2;Aganazzar's Scorcher;2nd level Evocation;1 action;30 feet;V
2;Alter Self;2nd level Transmutation;1 action;Self;V 2;Alter Self;2nd level Transmutation;1 action;Self;V
2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Sorcerer

including your height shifting and wavering to all who can see you. For the duration

S

  • casting time up to 1 minute;(a sliver of glass)You fill the air with spinning daggers in a cube 5 feet on each side
  • range centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
    At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher

  • components the damage increases by 2d4 for each slot level above 2nd. ;Sorcerer
  • duration

including your height M;Concentration

S;Concentration

  • casting time a twisted crown of jagged iron appears on its head
  • range and a madness glows in its eyes.
    The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
    On your subsequent turns

  • components you must use your action to maintain control over the target
  • duration or the spell ends. Also

the target can make a Wisdom saving throw at the end of each of its turns. On a success

the spell ends. ;Sorcerer up to 1 minute;One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way

M;Concentration

  • casting time and nonmagical light can't illuminate it.
    If the point you choose is on an object you are holding or one that isn't being worn or carried
  • range the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object

  • components such as a bowl or a helm
  • duration blocks the darkness.
    If any of this spell's area overlaps with an area of light created by a spell of or lower

the spell that created the light is dispelled. ;Sorcerer

the spell ends. ;Sorcerer up to 10 minutes;(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness

S

  • casting time that creature has darkvision out to a range of 60 feet.;Sorcerer
  • range

the spell ends. ;Sorcerer M;8 hours;(either a pinch of dried carrot or an agate)You touch a willing creature to grant it the ability to see in the dark. For the duration

S

  • casting time up to 1 minute;(a copper piece)For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

the spell ends. ;Sorcerer M;Concentration

S

  • casting time up to 1 minute;(a hot pepper)You touch one willing creature and imbue it with the power to spew magical energy from its mouth
  • range provided it has one. Choose acid

  • components cold
  • duration fire

lightning

or poison. Until the spell ends M;Concentration

S

  • casting time up to 1 minute;(a pinch of dust)Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
    Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save
  • range the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save

  • components the creature takes half as much damage and isn't pushed.
    As a bonus action
  • duration you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand

dust

loose dirt M;Concentration

up to 1 minute;Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw

loose dirt or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.;Sorcerer (XGE)

2;Blur;2nd level Illusion;1 action;Self;V;Concentration 2;Blur;2nd level Illusion;1 action;Self;V;Concentration
2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V 2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V
2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V 2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V
2;Darkness;2nd level Evocation;1 action;60 feet;V 2;Darkness;2nd level Evocation;1 action;60 feet;V
2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;2nd level Transmutation;1 action;Touch;V
2;Detect Thoughts;2nd level Divination;1 action;Self;V 2;Detect Thoughts;2nd level Divination;1 action;Self;V
2;Dragon's Breath;2nd level Transmutation;1 bonus action;Touch;V 2;Dragon's Breath;2nd level Transmutation;1 bonus action;Touch;V
2;Dust Devil;2nd level Conjuration;1 action;60 feet;V 2;Dust Devil;2nd level Conjuration;1 action;60 feet;V
2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration 2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration

S

  • casting time up to 1 hour;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd.;Sorcerer

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a pinch of powdered iron)You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions

and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Sorcerer

loose dirt M;Concentration

S

  • casting time up to 1 hour;(an eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Sorcerer

loose dirt M;Concentration

a box

  • casting time a set of manacles
  • range a padlock

  • components or another object that contains a mundane or magical means that prevents access.
    A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked
  • duration unstuck

or unbarred. If the object has multiple locks

loose dirt a chest

S

  • casting time up to 10 minutes;(either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)One creature or object of your choice that you can see within range rises vertically
  • range up to 20 feet

  • components and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
    The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling)
  • duration which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target

you can move up or down as part of your move. Otherwise

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a miniature hand sculpted from clay)You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save
  • range the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
    As an action

  • components you can cause the hand to crush the restrained target
  • duration which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save

or half as much damage on a successful one.
To break out

loose dirt M;Concentration

up to 1 hour;You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw

  • casting time or half as much damage on a successful one. On a failed save
  • range you also always know the target's location until the spell ends

  • components but only while the two of you are on the same plane of existence. While you have this knowledge
  • duration the target can't become hidden from you

and if it's invisible

loose dirt taking 3d8 psychic damage on a failed save

2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V 2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V
2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door 2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door
2;Levitate;2nd level Transmutation;1 action;60 feet;V 2;Levitate;2nd level Transmutation;1 action;60 feet;V
2;Maximilian's Earthen Grasp;2nd level Transmutation;1 action;30 feet;V 2;Maximilian's Earthen Grasp;2nd level Transmutation;1 action;30 feet;V
2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration 2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

loose dirt the duplicates move with you and mimic your actions

you teleport up to 30 feet to an unoccupied space that you can see.;Sorcerer

loose dirt

S

  • casting time up to 1 minute;(a bit of fleece)You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound

temperature

and other stimuli M;Concentration

S;Instantaneous;Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area

  • casting time moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.;Sorcerer (XGE)
  • range

and other stimuli and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Sorcerer
  • range

and other stimuli the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time you see invisible creatures and objects as if they were visible
  • range and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.;Sorcerer

and other stimuli M;1 hour;(A pinch of Talc and a small sprinkling of powdered silver)For the duration

S;Concentration

  • casting time light
  • range and thrown properties (range 20/60). In addition

  • components when you use the sword to attack a target that is in dim light or darkness
  • duration 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 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

S

  • casting time painfully intense
  • range 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

  • components or half as much damage on a successful one. A creature made of inorganic material such as stone
  • duration 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

while the spell persists M;Instantaneous;(a chip of mica)A sudden loud ringing noise

S

  • casting time 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
  • range the damage increases by 1d6 for each slot level above 2nd.;Sorcerer (XGE)

while the spell persists M;Instantaneous;(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

2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V 2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V
2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V 2;Pyrotechnics;2nd level Transmutation;1 action;60 feet;V
2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V
2;See Invisibility;2nd level Divination;1 action;Self;V 2;See Invisibility;2nd level Divination;1 action;Self;V
2;Shadow Blade;2nd level Illusion;1 bonus action;Self;V 2;Shadow Blade;2nd level Illusion;1 bonus action;Self;V
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
2;Snilloc's Snowball Swarm;2nd level Evocation;1 action;90 feet;V 2;Snilloc's Snowball Swarm;2nd level Evocation;1 action;90 feet;V

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration 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

while the spell persists M;Concentration

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration 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

while the spell persists 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

the target takes 3d6 psychic damage

  • casting time on its next turn
  • range it must choose whether it gets a move

  • components an action
  • duration or a bonus action;Sorcerer

while the spell persists and it can't take a reaction until the end of its next turn. Moreover

up to 10 minutes;A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you

  • casting time gas
  • range 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)

while the spell persists 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

S

  • casting time up to 1 hour;(a bit of spider web)You conjure a mass of thick
  • range 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

  • components wall
  • duration or ceiling

the conjured web collapses on itself

while the spell persists M;Concentration

S;Concentration

  • casting time choose 1 of the following 2 effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends
  • range any suppressed effect resumes

  • components provided that its duration has not expired in the meantime.
    Alternatively
  • duration you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends

the creature becomes hostile again

while the spell persists up to 1 minute;You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw

S

  • casting time up to 1 minute;(A copper piece)For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any 1 creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

while the spell persists M;Concentration

S

  • casting time a target's hit points increase by an additional 5 for each slot level above 2nd. ;Sorcerer (Clockwork Soul)
  • range

while the spell persists M;8 hours;(a tiny strip of white cloth)Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Sorcerer (Clockwork Soul)

while the spell persists deafened

2;Spider Climb;2nd level Transmutation;1 action;Touch;V 2;Spider Climb;2nd level Transmutation;1 action;Touch;V
2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V
2;Tasha's Mind Whip;2nd-level enchantment;1 action;90 feet;V;1 round;You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save 2;Tasha's Mind Whip;2nd-level enchantment;1 action;90 feet;V;1 round;You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save
2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration 2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration
2;Web;2nd level Conjuration;1 action;60 feet;V 2;Web;2nd level Conjuration;1 action;60 feet;V
2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V 2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V
2;Detect Thoughts;2nd level Divination;1 action;Self;V 2;Detect Thoughts;2nd level Divination;1 action;Self;V
2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V

S

  • casting time up to 10 minutes;(leaf of sumac)You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar
  • range and it lasts for the duration. If you let go of the blade

  • components it disappears
  • duration but you can evoke the blade again as a bonus action.
    You can use your action to make a melee spell attack with the fiery blade. On a hit

the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

while the spell persists M;Concentration

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

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

you can move the sphere up to 30 feet. If you ram the sphere into a creature

while the spell persists M;Concentration

S;Concentration

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;Sorcerer (TCE)
  • duration

while the spell persists up to 1 hour;You touch a nonmagical weapon. Until the spell ends

S;1 minute;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher

  • casting time and when the spell ends if you are on the Ethereal Plane
  • range 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

  • components 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
  • duration you can see and hear the plane you originated from

which is cast in shades of gray

while the spell persists 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

M;10 minutes;(a pinch of sand)You make a calming gesture

  • casting time that target gains the benefit of a short rest
  • range 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

  • components you can target one additional willing creature for each slot level above 3rd.;Sorcerer (XGE)
  • duration

while the spell persists 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

S

  • casting time up to 10 minutes;(a focus worth at least 100 gp
  • range 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

  • components around a corner
  • duration 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

while the spell persists M;Concentration

its spell fails and has no effect. If it is casting a spell of 4th level or higher

  • casting time 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
  • range the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. ;Sorcerer

while the spell persists make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success

S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

  • casting time such as a bowl or a helm
  • range blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled. ;Sorcerer
  • duration

while the spell persists the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

S;Instantaneous;Choose any creature

  • casting time 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
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration 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

while the spell persists object

2;Flame Blade;2nd level Evocation;1 bonus action;Self;V 2;Flame Blade;2nd level Evocation;1 bonus action;Self;V
2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V
2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V 2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V
3;Blink;3rd level Transmutation;1 action;Self;V 3;Blink;3rd level Transmutation;1 action;Self;V
3;Catnap;3rd level Enchantment;1 action;30 feet;S 3;Catnap;3rd level Enchantment;1 action;30 feet;S
3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V 3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V
3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower 3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower
3;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V

S;Concentration

  • casting time the target loses the ability to distinguish friend from foe
  • range regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage

  • components it can repeat the saving throw
  • duration 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 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

S

  • casting time or half as much damage on a successful one. Additionally
  • range 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

  • components the damage increases by 1d12 for each slot level above 3rd.;Sorcerer (XGE)
  • duration

spell M;Instantaneous;(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

S

  • casting time 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
  • range a creature must take the Dash action and move away from you by the safest available route on each of its turns

  • components 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
  • duration the creature can make a Wisdom saving throw. On a successful save

the spell ends for that creature. ;Sorcerer

spell M;Concentration

S

  • casting time 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
  • range the damage increases by 1d6 for each slot level above 3rd. ;Sorcerer

spell M;Instantaneous;(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

S;Concentration

  • casting time the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses
  • range 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

  • components the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.;Sorcerer (XGE)
  • duration

spell 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

S

  • casting time 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
  • range the target falls if it is still aloft

  • components unless it can stop the fall.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you can target one additional creature for each slot level above 3rd. ;Sorcerer

spell M;Concentration

S

  • casting time up to 1 hour;(a bit of gauze and a wisp of smoke)You transform a willing creature you touch
  • range along with everything it's wearing and carrying

  • components 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
  • duration 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 M;Concentration

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration 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 M;Concentration

M;Concentration

  • casting time the creature becomes charmed for the duration. While charmed by this spell
  • range 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

Dash 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

3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V 3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V
3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V 3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V
3;Flame Arrows;3rd level Transmutation;1 action;Touch;V 3;Flame Arrows;3rd level Transmutation;1 action;Touch;V
3;Fly;3rd level Transmutation;1 action;Touch;V 3;Fly;3rd level Transmutation;1 action;Touch;V
3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V
3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V
3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S 3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S

up to 1 hour;For the duration

  • casting time as well as advantage on Intelligence
  • range Wisdom

  • components and Charisma saving throws.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.;Sorcerer (TCE)

Dash you or one willing creature you can see within range has resistance to psychic damage

S

  • casting time crystal
  • range 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

  • components 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
  • duration the damage increases by 1d6 for each slot above 3rd. ;Sorcerer

Dash M;Instantaneous;(a bit of fur and a rod of amber

S

  • casting time up to 10 minutes;(a bit of fleece)You create the image of an object
  • range a creature

  • components 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
  • duration including sounds

smells

Dash M;Concentration

S

  • casting time up to 10 minutes;(niter
  • range sulfur

  • components 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
  • duration 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

Dash M;Concentration

S;Concentration

  • casting time the willing creature you touch has resistance to one damage type of your choice: acid
  • range cold

  • components fire
  • duration lightning

or thunder.;Sorcerer

Dash up to 1 hour;For the duration

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range 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

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration 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

Dash M;Concentration

S

  • casting time 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
  • range it takes a -2 penalty to AC and Dexterity saving throws

  • components and it can't use reactions. On its turn
  • duration it can use either an action or a bonus action

not both. Regardless of the creature's abilities or magic items

Dash M;Concentration

S

  • casting time up to 1 minute;(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow
  • range nauseating gas centered on a point within range. The cloud spreads around corners

  • components 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
  • duration 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

Dash M;Concentration

a thunderous boom sounds

  • casting time taking 3d10 thunder damage on a failed save
  • range 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

  • components and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise
  • duration 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)

Dash and each creature within 10 feet of the space you left must make a Constitution saving throw

3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration 3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration
3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V 3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V
3;Major Image;3rd level Illusion;1 action;120 feet;V 3;Major Image;3rd level Illusion;1 action;120 feet;V
3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V 3;Melf's Minute Meteors;3rd level Evocation;1 action;Self;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V
3;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V
3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V 3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V
3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear 3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear

S

  • casting time up to 10 feet wide
  • range and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save

  • components a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save
  • duration 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) M;Instantaneous;(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

M;1 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

  • casting time any creature that knows at least one language and can hear the target understands what it says.;Sorcerer
  • range

and then it vanishes.;Sorcerer (XGE) when the target speaks

S

  • casting time 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
  • range 10 feet high

  • components and 1 foot thick
  • duration or you can make a ringed wall up to 20 feet in diameter

20 feet high

and then it vanishes.;Sorcerer (XGE) M;Concentration

S

and then it vanishes.;Sorcerer (XGE) M;24 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

S

  • casting time acid
  • range mud

  • components snow
  • duration 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

and then it vanishes.;Sorcerer (XGE) M;1 hour;(a piece of cork)This spell grants the ability to move across any liquid surface - such as water

S

  • casting time up to 1 minute;(a pickled octopus tentacle)You open a gateway to the dark between the stars
  • range a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears

  • components centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light
  • duration magical or otherwise

can illuminate the area

and then it vanishes.;Sorcerer (XGE) M;Concentration

S

  • casting time recognizes you as the sender if it knows you
  • range and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
    You can send the message across any distance and even to other planes of existence

  • components but if the target is on a different plane than you
  • duration there is a 5 percent chance that the message doesn't arrive. ;Sorcerer (Aberrant Mind)

and then it vanishes.;Sorcerer (XGE) M;1 round;(A short piece of fine copper wire)You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind

S;Instantaneous;Choose any creature

  • casting time 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
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration 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 (Clockwork Soul)

and then it vanishes.;Sorcerer (XGE) object

S;Concentration

  • casting time the willing creature you touch has resistance to one damage type of your choice: acid
  • range cold

  • components fire
  • duration lightning

or thunder.;Sorcerer (Clockwork Soul)

and then it vanishes.;Sorcerer (XGE) up to 1 hour;For the duration

3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V 3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V
3;Tongues;3rd level Divination;1 action;Touch;V 3;Tongues;3rd level Divination;1 action;Touch;V
3;Wall of Water;3rd level Evocation;1 action;60 feet;V 3;Wall of Water;3rd level Evocation;1 action;60 feet;V
3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V
3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V
3;Hunger of Hadar;3rd level Conjuration;1 action;150 feet;V 3;Hunger of Hadar;3rd level Conjuration;1 action;150 feet;V
3;Sending;3rd level Evocation;1 action;Unlimited;V 3;Sending;3rd level Evocation;1 action;Unlimited;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V

S;Concentration

  • casting time the target takes 3d6 necrotic damage
  • range and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends

  • components you can make the attack again on each of your turns as an action.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot level above 3rd. ;Sorcerer (TCE)

and then it vanishes.;Sorcerer (XGE) up to 1 minute;The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit

S

  • casting time 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
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration 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

and then it vanishes.;Sorcerer (XGE) M;Concentration

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time 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
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

and then it vanishes.;Sorcerer (XGE) draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;1 hour;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time 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
  • range 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

  • components 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)
  • duration

and then it vanishes.;Sorcerer (XGE) and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S

  • casting time up to 1 minute;(three nut shells)This spell assaults and twists creatures' minds
  • range 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

  • components 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
  • duration 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

and then it vanishes.;Sorcerer (XGE) M;Concentration

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 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

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Sorcerer

and then it vanishes.;Sorcerer (XGE) or one you can describe by stating distance and direction

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range 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)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

and then it vanishes.;Sorcerer (XGE) 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

S;Concentration

and then it vanishes.;Sorcerer (XGE) 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

S

  • casting time 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
  • range 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

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;Sorcerer
  • duration

and then it vanishes.;Sorcerer (XGE) M;Instantaneous;(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

3;Vampiric Touch;3rd level Necromancy;1 action;Self;V 3;Vampiric Touch;3rd level Necromancy;1 action;Self;V
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V
4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V
4;Charm Monster;4th level Enchantment ;1 action;30 feet;V 4;Charm Monster;4th level Enchantment ;1 action;30 feet;V
4;Confusion;4th level Enchantment ;1 action;90 feet;V 4;Confusion;4th level Enchantment ;1 action;90 feet;V
4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Ice Storm;4th level Evocation;1 action;300 feet;V 4;Ice Storm;4th level Evocation;1 action;300 feet;V

S

  • casting time 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
  • range 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

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration 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

and then it vanishes.;Sorcerer (XGE) M;Concentration

S;Concentration

  • casting time greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners
  • range 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

  • components that creature must succeed on a Constitution saving throw or take 4d10 radiant damage
  • duration 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)

and then it vanishes.;Sorcerer (XGE) up to 10 minutes;Dim

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Sorcerer

and then it vanishes.;Sorcerer (XGE) M;Concentration

S;Concentration

  • casting time 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
  • range 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

  • components the damage for each of its effects increases by 1d6 for each slot level above 4th.;Sorcerer (XGE)
  • duration

and then it vanishes.;Sorcerer (XGE) 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

S

  • casting time 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
  • range a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save

  • components 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
  • duration the initial damage increases by 2d4 for each slot level above 4th.;Sorcerer (XGE)

and then it vanishes.;Sorcerer (XGE) M;Instantaneous;(a drop of giant slug bile)You point at a location within range

S

  • casting time 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
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

and then it vanishes.;Sorcerer (XGE) M;Concentration

S

  • casting time 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
  • range 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

  • components and a Large or smaller creature can choose to fail it. On a failed save
  • duration 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

and then it vanishes.;Sorcerer (XGE) M;Concentration

S

  • casting time up to 1 minute;(a piece of tentacle from a giant octopus or a giant squid)Squirming
  • range ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration

  • components these tentacles turn the ground in the area into difficult terrain.
    When a creature enters the affected area for the first time on a turn or starts its turn there
  • duration the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
    A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success

it frees itself. ;Sorcerer (Aberrant Mind)

and then it vanishes.;Sorcerer (XGE) M;Concentration

S

  • casting time up to 1 hour;(a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell
  • range choose Beholderkin

  • components Slaad
  • duration or Star Spawn. The creature resembles an aberration of that kind

which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

and then it vanishes.;Sorcerer (XGE) M;Concentration

4;Polymorph;4th level Transmutation;1 action;60 feet;V 4;Polymorph;4th level Transmutation;1 action;60 feet;V
4;Sickening Radiance;4th level Evocation;1 action;120 feet;V 4;Sickening Radiance;4th level Evocation;1 action;120 feet;V
4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Storm Sphere;4th level Evocation;1 action;150 feet;V 4;Storm Sphere;4th level Evocation;1 action;150 feet;V
4;Vitriolic Sphere;4th level Evocation;1 action;150 feet;V 4;Vitriolic Sphere;4th level Evocation;1 action;150 feet;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V
4;Watery Sphere;4th level Conjuration;1 action;90 feet;V 4;Watery Sphere;4th level Conjuration;1 action;90 feet;V
4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V 4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V
4;Summon Aberration;4th-level conjuration;1 action;90 feet;V 4;Summon Aberration;4th-level conjuration;1 action;90 feet;V

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Sorcerer (Clockwork Soul)

and then it vanishes.;Sorcerer (XGE) M;1 hour;(a leather strap

S

  • casting time up to 1 hour;(an ornate stone and metal lockbox worth at least 400 gp)You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell
  • range choose a material: Clay

  • components Metal
  • duration or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material

which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

and then it vanishes.;Sorcerer (XGE) M;Concentration

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

and then it vanishes.;Sorcerer (XGE) M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S;Concentration

  • casting time Large targets count as four objects
  • range 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

  • components 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
  • duration 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 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

S;Concentration

  • casting time 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
  • range 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

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration 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 up to 10 minutes;You create a 20-foot-radius sphere of poisonous

S

  • casting time 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
  • range the damage increases by 1d8 for each slot level above 5th. ;Sorcerer

being heavier than air M;Instantaneous;(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

S;Concentration

  • casting time 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
  • range continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm

  • components moderate
  • duration 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

being heavier than air 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

S

  • casting time rope
  • range wood

  • components or something similar. You can also use this spell to create mineral objects such as stone
  • duration crystal

or metal. The object created must be no larger than a 5-foot cube

being heavier than air M;Special;(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

S;Concentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range 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)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

being heavier than air 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

4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Summon Construct;4th-level conjuration;1 action;90 feet;V 4;Summon Construct;4th-level conjuration;1 action;90 feet;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V
5;Animate Objects;5th level Transmutation;1 action;120 feet;V 5;Animate Objects;5th level Transmutation;1 action;120 feet;V
5;Cloudkill;5th level Conjuration;1 action;120 feet;V 5;Cloudkill;5th level Conjuration;1 action;120 feet;V
5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V 5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V
5;Control Winds;5th level Transmutation;1 action;300 feet;V 5;Control Winds;5th level Transmutation;1 action;300 feet;V
5;Creation;5th level Illusion;1 minute;30 feet;V 5;Creation;5th level Illusion;1 minute;30 feet;V
5;Dominate Person;5th level Enchantment ;1 action;60 feet;V 5;Dominate Person;5th level Enchantment ;1 action;60 feet;V

S;Concentration

  • casting time 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
  • range the target takes 2d8 necrotic damage

  • components and the spell ends . On a failed save
  • duration the target takes 4d8 necrotic damage

and until the spell ends

being heavier than air up to 1 minute;A tendril of inky darkness reaches out from you

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

being heavier than air you can use a bonus action to teleport in this way again.;Sorcerer (XGE)

S

  • casting time up to 1 minute;(a small
  • range 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

  • components the target can make another Wisdom saving throw. On a success
  • duration 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

being heavier than air M;Concentration

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

  • casting time 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
  • range the target repeats the saving throw. It takes 4d6 fire damage on a failed save

  • components 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
  • duration the target is turned to ash.;Sorcerer (XGE)

being heavier than air or half as much damage on a successful one. On a failed save

S

  • casting time up to 10 minutes;(a few grains of sugar
  • range some kernels of grain

  • components and a smear of fat)Swarming
  • duration 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

being heavier than air M;Concentration

S;8 hours;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new

  • casting time and if it succeeds
  • range it is unaffected by this spell.
    The spell disguises physical appearances as well as clothing

  • components armor
  • duration weapons

and equipment. You can make each creature seem 1 foot shorter or taller and appear thin

fat illusory appearance. An unwilling target can make a Charisma saving throw

S;Concentration

  • casting time 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
  • range such as Expertise

  • components that doubles its proficiency bonus.;Sorcerer (XGE)
  • duration

fat 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

S;Instantaneous;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

  • casting time a target has muddled thoughts for 1 minute. During that time
  • range it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks

  • components 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
  • duration ending the effect on itself on a success.;Sorcerer (XGE)

fat or half as much damage on a successful one.
After a failed save

S;Concentration

  • casting time and as your action each round for the duration
  • range you can exert your will on one creature or object that you can see within range

  • components causing the appropriate effect below. You can affect the same target round after round
  • duration 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

fat up to 10 minutes;You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell

5;Enervation;5th level Necromancy;1 action;60 feet;V 5;Enervation;5th level Necromancy;1 action;60 feet;V
5;Far Step;5th level Conjuration;1 bonus action;Self;V;Concentration 5;Far Step;5th level Conjuration;1 bonus action;Self;V;Concentration
5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V
5;Immolation;5th level Evocation;1 action;90 feet;V;Concentration 5;Immolation;5th level Evocation;1 action;90 feet;V;Concentration
5;Insect Plague;5th level Conjuration;1 action;300 feet;V 5;Insect Plague;5th level Conjuration;1 action;300 feet;V
5;Seeming;5th level Illusion;1 action;30 feet;V 5;Seeming;5th level Illusion;1 action;30 feet;V
5;Skill Empowerment;5th level Transmutation;1 action;Touch;V 5;Skill Empowerment;5th level Transmutation;1 action;Touch;V
5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V 5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V
5;Telekinesis;5th level Transmutation;1 action;60 feet;V 5;Telekinesis;5th level Transmutation;1 action;60 feet;V

M;1 round;(rare chalks and inks infused with precious gems with 50 gp

  • casting time 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
  • range guilds

  • components 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
  • duration you learn the sigil sequences for two destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Sorcerer

fat which the spell consumes)As you cast the spell

S

  • casting time 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
  • range vertically

  • components or diagonally. It can be free floating
  • duration or it can rest on a solid surface. The wall can be up to 60 feet long

10 feet high

fat M;Concentration

S

  • casting time 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
  • range 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

  • components 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)
  • duration 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

fat M;Concentration

S

  • casting time psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
    Until the spell ends
  • range the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance

  • components though it can't extend to other planes of existence. ;Sorcerer (Aberrant Mind)
  • duration

fat M;1 hour;(pieces of eggshell from two different kinds of creatures)You forge a telepathic link among up to eight willing creatures of your choice within range

S;Concentration

  • casting time and as your action each round for the duration
  • range you can exert your will on one creature or object that you can see within range

  • components causing the appropriate effect below. You can affect the same target round after round
  • duration 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

fat up to 10 minutes;You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ;Sorcerer (Clockwork Soul)
  • duration

fat M;Instantaneous;(diamond dust worth 100 gp

S

  • casting time up to 10 minutes;(a pinch of powder made by crushing a clear gemstone)An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose
  • range as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet

  • components or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form
  • duration the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears

the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly

fat M;Concentration

S

  • casting time up to 1 minute;(an eggshell and a snakeskin glove)You create a Large hand of shimmering
  • range translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration

  • components and it moves at your command
  • duration mimicking the movements of your own hand.
    The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points

the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns

fat M;Concentration

S;Concentration

  • casting time one point within 10 feet of you and one point within 500 feet of you. A circular portal
  • range 10 feet in diameter

  • components opens over each point. If the portal would open in the space occupied by a creature
  • duration the spell fails

and the casting is lost.
The portals are two-dimensional glowing rings filled with mist

fat 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

5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
5;Wall of Light;5th level Evocation;1 action;120 feet;V 5;Wall of Light;5th level Evocation;1 action;120 feet;V
5;Wall of Stone;5th level Evocation;1 action;120 feet;V 5;Wall of Stone;5th level Evocation;1 action;120 feet;V
5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V 5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V
5;Telekinesis;5th level Transmutation;1 action;60 feet;V 5;Telekinesis;5th level Transmutation;1 action;60 feet;V
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
5;Wall of Force;5th level Evocation;1 action;120 feet;V 5;Wall of Force;5th level Evocation;1 action;120 feet;V
5;Bigby's Hand;5th level Evocation;1 action;120 feet;V 5;Bigby's Hand;5th level Evocation;1 action;120 feet;V
6;Arcane Gate;6th level Conjuration;1 action;500 feet;V 6;Arcane Gate;6th level Conjuration;1 action;500 feet;V

S

  • casting time a piece of amber
  • range glass

  • components or crystal rod
  • duration 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

fat M;Instantaneous;(a bit of fur

S

  • casting time 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
  • range the damage increases by 2d6 for each slot level above 6th. ;Sorcerer

fat M;Instantaneous;(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

S

  • casting time an object
  • range or a creation of magical force

  • components 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
  • duration 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 M;Instantaneous;(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

S;Concentration

  • casting time 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
  • range 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

  • components the frightened creature must take the Dash action and move away from you by the safest and shortest available route
  • duration 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

except magic items up to 1 minute;For the spell's duration

S

  • casting time up to 1 minute;(a glass or crystal bead that shatters when the spell ends)An immobile
  • range 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

  • components even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier
  • duration 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

except magic items M;Concentration

S;Concentration

  • casting time 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
  • range 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

  • components or half as much damage on a successful one.;Sorcerer (XGE)
  • duration

except magic items up to 10 minutes;Flames race across your body

S;Concentration

  • casting time ice rimes your body
  • range 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

  • components 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)
  • duration

except magic items up to 10 minutes;Until the spell ends

S;Concentration

  • casting time bits of rock spread across your body
  • range and you gain the following benefits:
    • You have resistance to bludgeoning

  • components piercing
  • duration 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

except magic items up to 10 minutes;Until the spell ends

S;Concentration

  • casting time wind whirls around you
  • range 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

  • components you fall
  • duration 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

except magic items up to 10 minutes;Until the spell ends

6;Chain Lightning;6th level Evocation;1 action;150 feet;V 6;Chain Lightning;6th level Evocation;1 action;150 feet;V
6;Circle of Death;6th level Necromancy;1 action;150 feet;V 6;Circle of Death;6th level Necromancy;1 action;150 feet;V
6;Disintegrate;6th level Transmutation;1 action;60 feet;V 6;Disintegrate;6th level Transmutation;1 action;60 feet;V
6;Eyebite;6th level Necromancy;1 action;Self;V 6;Eyebite;6th level Necromancy;1 action;Self;V
6;Globe of Invulnerability;6th level Abjuration;1 action;Self (10-foot radius);V 6;Globe of Invulnerability;6th level Abjuration;1 action;Self (10-foot radius);V
6;Investiture of Flame;6th level Transmutation;1 action;Self;V 6;Investiture of Flame;6th level Transmutation;1 action;Self;V
6;Investiture of Ice;6th level Transmutation;1 action;Self;V 6;Investiture of Ice;6th level Transmutation;1 action;Self;V
6;Investiture of Stone;6th level Transmutation;1 action;Self;V 6;Investiture of Stone;6th level Transmutation;1 action;Self;V
6;Investiture of Wind;6th level Transmutation;1 action;Self;V 6;Investiture of Wind;6th level Transmutation;1 action;Self;V

M;24 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

  • casting time immolate itself
  • range 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

  • components 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
  • duration the spell ends when the subject finishes what it was asked to do.
    You can also specify conditions that will trigger a special activity during the duration. For example

you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends

except magic items throw itself onto a spear

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

  • casting time and the spell ends. On a failed save
  • range the target takes 5d10 psychic damage

  • components 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
  • duration floating razors

or hideous maws filled with dripping teeth. Whatever form the illusion takes

except magic items the target takes 5d10 psychic damage

S

  • casting time up to 2 hours;(an iron blade and a small bag containing a mixture of soils - clay
  • range loam

  • components and sand)Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt
  • duration 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 M;Concentration

S

  • casting time up to 1 minute;(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide
  • range 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save

  • components a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save
  • duration 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

create or fill in a trench M;Concentration

S

  • casting time up to 1 minute;(an object engraved with a symbol of the Outer Planes
  • range worth at least 500 gp)Uttering an incantation

  • components you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
    -You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
    -You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
    -Spectral wings appear on your back
  • duration giving you a flying speed of 40 feet.
    -You have a +2 bonus to AC.
    -All your weapon attacks are magical

and when you make a weapon attack

create or fill in a trench M;Concentration

S

  • casting time is made from mushroom powder
  • range saffron

  • components and fat
  • duration 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 M;1 hour;(an ointment for the eyes that costs 25 gp

S

  • casting time up to 1 minute;(a pinch of lime
  • range water

  • components and earth)You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh
  • duration the creature must make a Constitution saving throw. On a failed save

it is restrained as its flesh begins to harden. On a successful save

notices secret doors hidden by magic M;Concentration

S

  • casting time where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save
  • range a creature takes 10d6 cold damage. On successful save

  • components it takes half as much damage.
    If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures)
  • duration it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
    You can refrain from firing the globe after completing the spell

if you wish. A small globe about the size of a sling stone

cool to the touch M;Instantaneous;(a small crystal sphere)A frigid globe of cold energy streaks from your fingertips to a point of your choice within range

S;1 hour;Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so

  • casting time the target takes 4d12 radiant damage. Whether you hit or miss
  • range the mote is expended. The spell ends early if you expend the last mote.
    If you have four or more motes remaining

  • components 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
  • duration 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)

cool to the touch make a ranged spell attack. On a hit

6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V 6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V
6;Mental Prison;6th level Illusion;1 action;60 feet;S;Concentration 6;Mental Prison;6th level Illusion;1 action;60 feet;S;Concentration
6;Move Earth;6th level Transmutation;1 action;120 feet;V 6;Move Earth;6th level Transmutation;1 action;120 feet;V
6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V 6;Sunbeam;6th level Evocation;1 action;Self (60-foot line);V
6;Tasha's Otherworldly Guise;6th-level transmutation;1 bonus action;Self;V 6;Tasha's Otherworldly Guise;6th-level transmutation;1 bonus action;Self;V
6;True Seeing;6th level Divination;1 action;Touch;V 6;True Seeing;6th level Divination;1 action;Touch;V
6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V 6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V
6;Otiluke's Freezing Sphere;6th level Evocation;1 action;300 feet;V 6;Otiluke's Freezing Sphere;6th level Evocation;1 action;300 feet;V
7;Crown of Stars;7th level Evocation;1 action;Self;V 7;Crown of Stars;7th level Evocation;1 action;Self;V

S

  • casting time up to 1 minute;(a tine ball of bat guano and sulfur)A beam of yellow light flashes from your pointing finger
  • range then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends

  • components either because your concentration is broken or because you decide to end it
  • duration 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

cool to the touch M;Concentration

S

  • casting time such as Oerth
  • range Toril

  • components Krynn
  • duration or Eberron. If the spell reaches its full duration

the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell

cool to the touch M;6 hours;(a magic item or a willing creature from the destination world)You and up to eight willing creatures within range fall unconscious for the spells' duration and experience visions of another world on the Material Plane

S;Up to 8 hours;You step into the border regions of the Ethereal Plane

  • casting time you can move in any direction. If you move up or down
  • range every foot of movement costs an extra foot. You can see and hear the plane you originated from

  • components but everything there looks gray
  • duration 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

cool to the touch 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

S;Instantaneous;You send negative energy coursing through a creature that you can see within range

  • casting time 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
  • range following your verbal orders to the best of its ability. ;Sorcerer

cool to the touch causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save

S;Instantaneous;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

  • casting time 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
  • range plant life in the area is unaffected by this spell. ;Sorcerer

cool to the touch 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

S

  • casting time metal rod worth at least 250 gp
  • range 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

  • components 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
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

cool to the touch M;Instantaneous;(a forked

it is subject to crippling pain. Otherwise

  • casting time any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls
  • range ability checks

  • components and saving throws
  • duration other than Constitution saving throws. Finally

if the target tries to cast a spell

cool to the touch 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

S;Instantaneous;Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target

  • casting time or half as much damage on a successful one.
    2-Orange: The target takes 10d6 acid damage on a failed save
  • range or half as much damage on a successful one.
    3-Yellow: The target takes 10d6 lightning damage on a failed save

  • components or half as much damage on a successful one.
    4-Green: The target takes 10d6 poison damage on a failed save
  • duration 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

cool to the touch roll a d8 to determine which color ray affects it.
1-Red: The target takes 10d6 fire damage on a failed save

S

  • casting time up to 1 minute;(a lodestone and iron filings)This spell reverses gravity in a 50-foot-radius
  • range 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

  • components thus avoiding the fall.
    If some solid object (such as a ceiling) is encountered in this fall
  • duration 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 M;Concentration

7;Delayed Blast Fireball;7th level Evocation;1 action;150 feet;V 7;Delayed Blast Fireball;7th level Evocation;1 action;150 feet;V
7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V 7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V
7;Etherealness;7th level Transmutation;1 action;Self;V 7;Etherealness;7th level Transmutation;1 action;Self;V
7;Finger of Death;7th level Necromancy;1 action;60 feet;V 7;Finger of Death;7th level Necromancy;1 action;60 feet;V
7;Fire Storm;7th level Evocation;1 action;150 feet;V 7;Fire Storm;7th level Evocation;1 action;150 feet;V
7;Plane Shift;7th level Conjuration;1 action;Touch;V 7;Plane Shift;7th level Conjuration;1 action;Touch;V
7;Power Word Pain;7th level Enchantment;1 action;60 feet;V;Instantaneous;You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer 7;Power Word Pain;7th level Enchantment;1 action;60 feet;V;Instantaneous;You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer
7;Prismatic Spray;7th level Evocation;1 action;Self (60 foot cone);V 7;Prismatic Spray;7th level Evocation;1 action;Self (60 foot cone);V
7;Reverse Gravity;7th level Transmutation;1 action;100 feet;V 7;Reverse Gravity;7th level Transmutation;1 action;100 feet;V

or a single object that you can see within range

  • casting time it must be able to fit entirely inside a 10-foot cube
  • range and it can't be held or carried by an unwilling creature. The destination you choose must be known to you

  • components 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 within the last six months
  • duration such as a book from a wizard's library

bed linen from a royal suite

oscillating slightly to a destination you select. If you target an object

M;Concentration

  • casting time 30-foot-high cylinder centered on that point. Until the spell ends
  • range 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

  • components including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save
  • duration 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

oscillating slightly 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

S

  • casting time and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save
  • range or half as much damage on a successful one.
    Nonmagical plants in the area that aren't creatures

  • components such as trees and shrubs
  • duration wither and die instantly.;Sorcerer (XGE)

oscillating slightly M;Instantaneous;(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

S;Concentration

  • casting time it has advantage on the saving throw.
    While the creature is charmed
  • range 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)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

oscillating slightly 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

S

  • casting time up to 1 minute;(a pinch of dirt
  • range a piece of rock

  • components 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
  • 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

oscillating slightly M;Concentration

S;Concentration

  • casting time each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save
  • range 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

oscillating slightly 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

leaving it dumbfounded. If the target has 150 hit points or fewer

  • casting time 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
  • range this stunning effect ends. ;Sorcerer

oscillating slightly it is stunned. Otherwise

S

  • casting time a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save
  • range 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

  • components it is no longer blinded.
    This spell dispels any darkness in its area that was created by a spell. ;Sorcerer
  • duration

oscillating slightly M;Instantaneous;(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

the door leads to a demiplane that appears to be an empty room 30 feet in each dimension

  • casting time the door disappears
  • range and any creatures or objects inside the demiplane remain trapped there

  • components as the door also disappears from the other side.
    Each time you cast this spell
  • duration you can create a new demiplane

or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally

oscillating slightly made of wood or stone. When the spell ends

7;Teleport;7th level Conjuration;1 action;10 feet;V;Instantaneous;This spell instantly transports you and up to eight willing creatures of your choice that you can see within range 7;Teleport;7th level Conjuration;1 action;10 feet;V;Instantaneous;This spell instantly transports you and up to eight willing creatures of your choice that you can see within range
7;Whirlwind;7th level Evocation;1 action;300 feet;V 7;Whirlwind;7th level Evocation;1 action;300 feet;V
8;Abi-Dalzim's Horrid Wilting;8th level Necromancy;1 action;150 feet;V 8;Abi-Dalzim's Horrid Wilting;8th level Necromancy;1 action;150 feet;V
8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V 8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V
8;Earthquake;8th level Evocation;1 action;500 feet;V 8;Earthquake;8th level Evocation;1 action;500 feet;V
8;Incendiary Cloud;8th level Conjuration;1 action;150 feet;V 8;Incendiary Cloud;8th level Conjuration;1 action;150 feet;V
8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of one creature you can see within range 8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of one creature you can see within range
8;Sunburst;8th level Evocation;1 action;150 feet;V 8;Sunburst;8th level Evocation;1 action;150 feet;V
8;Demiplane;8th level Conjuration;1 action;60 feet;S;1 hour;You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened 8;Demiplane;8th level Conjuration;1 action;60 feet;S;1 hour;You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened

S;Concentration

  • casting time you can make up to two melee spell attacks with the blade
  • range each one against a creature

  • components loose object
  • duration or structure within 5 feet of the blade. On a hit

the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit

oscillating slightly up to 1 minute;You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell

S

  • casting time up to 1 minute;(a diamond worth at least 5
  • range000 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

  • components 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
  • duration 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 M;Concentration

S

  • casting time 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
  • range 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

  • components if the target doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast

but the target retains its hit points M;Concentration

S;Instantaneous;Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save

but the target retains its hit points 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

it dies. Otherwise

but the target retains its hit points the spell has no effect.;Sorcerer

a target takes 14d6 psychic damage and is stunned. On a successful save

  • casting time its head explodes
  • range assuming it has one.
    A stunned target can make an Intelligence saving throw at the end ofeach of its turns. On a successful save

  • components the stunning effect ends.;Sorcerer (XGE)
  • duration

but the target retains its hit points a target takes half as much damage and isn't stunned. If a target is killed by this damage

while you take 1d4+1 turns in a row

  • casting time or any effects that you create during this period
  • range affects a creature other than you or an object being worn or carried by someone other than you. In addition

  • components the spell ends if you move to a place more than 1
  • duration000 feet from the location where you cast it. ;Sorcerer

but the target retains its hit points during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period

S

  • casting time 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
  • range including costly components. The spell simply takes effect. Alternatively

  • components you can create one of the following effects of your choice.
    • You create one object of up to 25
  • duration000 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

but the target retains its hit points M;Instantaneous;Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud

S;Concentration

  • casting time granting you explosive speed. For the duration
  • range your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.
    When you move within 5 feet of a creature or an object that isn’t being worn or carried

  • components it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher
  • duration increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.;Sorcerer (FToD)

but the target retains its hit points up to 1 minute;The billowing flames of a dragon blast from your feet

9;Blade of Disaster;9th-level conjuration;1 bonus action;60 feet;V 9;Blade of Disaster;9th-level conjuration;1 bonus action;60 feet;V
9;Gate;9th level Conjuration;1 action;60 feet;V 9;Gate;9th level Conjuration;1 action;60 feet;V
9;Mass Polymorph;9th level Transmutation;1 action;120 feet;V 9;Mass Polymorph;9th level Transmutation;1 action;120 feet;V
9;Meteor Swarm;9th level Evocation;1 action;1 mile;V 9;Meteor Swarm;9th level Evocation;1 action;1 mile;V
9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;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 9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;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
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
9;Time Stop;9th level Transmutation;1 action;Self;V;Instantaneous;You briefly stop the flow of time for everyone but yourself. No time passes for other creatures 9;Time Stop;9th level Transmutation;1 action;Self;V;Instantaneous;You briefly stop the flow of time for everyone but yourself. No time passes for other creatures
9;Wish;9th level Conjuration;1 action;Self;V 9;Wish;9th level Conjuration;1 action;Self;V
3;Ashardalon’s Stride;3rd Level Transmutation;1 bonus action;Self;V 3;Ashardalon’s Stride;3rd Level Transmutation;1 bonus action;Self;V

S

  • casting time worth at least 500 gp);Concentration
  • range up to 1 minute;With a roar

  • components you draw on the magic of dragons to transform yourself
  • duration taking on draconic features. You gain the following benefits until the spell ends:
    Blindsight. You have blindsight with a range of 30 feet. Within that range

you can effectively see anything that isn’t behind total cover

but the target retains its hit points M (a statuette of a dragon

S

  • casting time worth at least 500 gp);Concentration
  • range up to 1 minute;You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field

  • components a creature gains the following benefits:
    Cover. The creature has half cover.
    Damage Resistance. The creature has resistance to acid
  • duration cold

fire

lightning M (a platinum-plated dragon scale

M (a piece of crust from an apple pie);Concentration

  • casting time and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
    d4 Effect
    1 The smell of apple pie fills the air
  • range and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
    2 Bouquets of flowers appear all around

  • components and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
    3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
    4 Drops of molasses appear and hover in the cube
  • duration turning it into difficult terrain until the start of your next turn.;Sorcerer(FToD)

lightning up to 1 minute;You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced

you can utter a creature’s name. If the named target is within range

  • casting time the lance dissipates without effect.
    The target must make an Intelligence saving throw. On a failed save
  • range the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save

  • components the creature takes half as much damage and isn’t incapacitated.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher
  • duration the damage increases by 1d6 for each slot level above 4th.;Sorcerer(FToD)

lightning it becomes the spell’s target even if you can’t see it. If the named target isn’t within range

M (a vial of meltwater);Instantaneous;A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save

  • casting time or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save
  • range a creature takes half as much damage and isn’t hindered by ice.;Sorcerer(FToD)

lightning a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute

S

  • casting time worth at least 500 gp);Concentration
  • range up to 1 hour;You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell

  • components choose a family of dragon: chromatic
  • duration gem

or metallic. The creature resembles a dragon of the chosen family

lightning M (an object with the image of a dragon engraved on it

7;Draconic Transformation;7th Level Transmutation;1 bonus action;Self (60-foot cone);V 7;Draconic Transformation;7th Level Transmutation;1 bonus action;Self (60-foot cone);V
6;Fizban's Platinum Shield;6th Level Abjuration;1 bonus action;60 feet;V 6;Fizban's Platinum Shield;6th Level Abjuration;1 bonus action;60 feet;V
2;Nathair's Mischief;2nd Level Illusion;1 action;60 feet;S 2;Nathair's Mischief;2nd Level Illusion;1 action;60 feet;S
4;Raulothim's Psychic Lance;4th Level Enchantment;1 action;120 feet;V;Instantaneous;You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively 4;Raulothim's Psychic Lance;4th Level Enchantment;1 action;120 feet;V;Instantaneous;You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively
2;Rime's Binding Ice;2nd Level Evocation;1 action;Self (30-foot cone);S 2;Rime's Binding Ice;2nd Level Evocation;1 action;Self (30-foot cone);S
5;Summon Draconic Spirit;5th Level Conjuration;1 action;60 feet;V 5;Summon Draconic Spirit;5th Level Conjuration;1 action;60 feet;V