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: 1) Expand the flame's area by up to 5 feet in one direction. 2) Extinguish the flame. 3) Double or halve the light produced by the flame. 4) Cause simple shapes, like words, to appear in the flames. These effects last for 1 hour. You can have up to three effects active at a time.
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: 1) If you target loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. 2) You can cause shapes, colors, or both to appear on the dirt or stone, spelling out words or creating images, lasting for 1 hour. 3) You can cause the ground to become difficult terrain, or return difficult terrain to normal. These effects last 1 hour.
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: 1) Move or change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. 2) Change the water's color or opacity for 1 hour. 3) Freeze the water, provided there are no creatures in it, and the ice lasts for 1 hour. 4) Create simple shapes and animate them within the water, lasting for 1 hour.
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You seize the air and compel it to create one of the following effects at a point you can see within range: 1) One Medium or smaller creature must succeed on a Strength saving throw or be pushed up to 5 feet away from you. 2) You create a small blast of air capable of moving an object that is neither held nor carried and that weighs no more than 5 pounds. 3) You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters, or your clothes to ripple in a breeze.
You create a bonfire on ground that you can see within range. Until the spell ends, 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 moves into the bonfire's space for the first time on a turn or ends its turn there.
At Higher Levels: The damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You cause numbing frost to form on one creature within range. The target must succeed on a Constitution saving throw or take 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At Higher Levels: The damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet. 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: The damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw or take 1d6 thunder damage.
At Higher Levels: The damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, the object and the target each take 3d8 bludgeoning damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8 for each slot level above 1st.
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, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed.
At Higher Levels: The damage increases by 1d8 for each slot level above 2nd.
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration.
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke. Fireworks cause creatures within 10 feet to make a Constitution save or be blinded. Smoke creates a heavily obscured area.
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller. It hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
You touch a quiver containing arrows or bolts. When a creature uses a piece of ammunition drawn from the quiver to make a ranged attack, the ammunition ignites in flames, dealing an extra 1d6 fire damage to the target on a hit. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect increases by two for each slot level above 3rd.
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and then vanishing.
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared.
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet. Each meteor explodes on impact. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one.
You point at a location within range, and a glowing 1-foot-diameter 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. A creature takes 10d4 acid damage on a failed save, or half as much damage on a successful one. On a failed save, the creature takes an additional 5d4 acid damage at the end of its next turn.
You can spend 1 sorcery point to allow up to 2 creatures to automatically succeed on the saving throw of a spell you cast.
When you cast a spell that has a range of 5 ft. or greater, you can spend 1 sorcery point to double the range of the spell (or make the range 30 ft. for a spell with a range of touch).
When you roll damage for a spell, you can spend 1 sorcery point to reroll up to 3 of the dice. You must use the new rolls and you can use this option even if you've already used another Metamagic option.
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
When you cast a spell that forces a creature to make a saving throw, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
When you cast a spell, you can spend 1 sorcery point to cast it without any S or V components.
You can spend sorcery points equal to a spell's level (1 for a cantrip) to target a second creature in range with the same spell, as long as the spell at the level it's being cast is incapable of targeting more than one creature.