Description
Make a ranged spell attack. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell ignites.
Create a 5ft cube bonfire. Creatures entering or starting their turn in it make a Dex save. Fail: 1d8 Fire damage.
Create a spectral hand. You can use it to manipulate an object, open an unlocked door, or stow an item (10 lbs).
Point at a creature and whisper a message. The target hears you and can reply in a whisper that only you hear.
Target makes an Int save. Fail: 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes.
Create a sound OR an image of an object (5ft cube). Investigation check vs your Save DC reveals it to be an illusion.
Create a sensory effect, light or snuff a candle, clean or soil an object, chill, warm, or flavor material.
Make your voice boom, flames flicker, cause ground tremors, or create a sound (thunder/raven).
Touch a willing creature who isn't wearing armor. Their base AC becomes 13 + Dex modifier.
Trigger: You are hit by an attack or Magic Missile. You gain +5 AC until the start of your next turn and take no damage from Magic Missile.
Cover a 10ft square in grease (Difficult Terrain). Creatures entering or starting their turn must make a Dex Save or fall Prone.
Trigger: Acid, Cold, Fire, Lightning, or Thunder damage. Gain Resistance to the type. Next melee hit deals +1d6 extra damage.
Trigger: Damaged by a creature. Target makes a Dex Save. Fail: 2d10 Fire damage. Save: Half damage.
Choose a type (Acid/Fire/Cold/etc). Make a ranged spell attack. Hit: 3d8 Damage. (2024: Bounce to new target on doubles).
UPCAST (Use Level 2 Slot). Gain Resistance to the triggering type. Your next melee hit deals +2d6 extra damage.
UPCAST (Use Level 2 Slot). Target makes a Dex Save. Fail: 3d10 Fire damage. Save: Half damage.
UPCAST (Use Level 2 Slot). Make a ranged spell attack. Hit: 4d8 Damage. (2024: Bounce to new target on doubles).
Briefly surrounded by mist, you teleport up to 30 feet to an unoccupied space that you can see.
Target Humanoid makes a Wis Save. Fail: Paralyzed. It makes a new save at the end of each of its turns.
Create a 20ft cube of sticky webs (Difficult Terrain). Start/Enter: Dex Save or Restrained. Use Action (Str check) to break free.
When you cast a spell that has a casting time of 1 Action, you can change the casting time to 1 Bonus Action.
When you cast a spell, you can spend 1 SP to cast it without any Somatic or Verbal components.
When you roll damage for a spell, spend 1 SP to reroll a number of dice up to your Charisma modifier.
When you cast a spell that forces a save, spend 2 SP to give one target Disadvantage on its first saving throw.
For 1 min: Your Spell Save DC increases by +1, and you have Advantage on attack rolls for Sorcerer spells. (2/Day)
Trigger: You cast a Sorcerer spell with a slot. Roll a d20. If you roll a 20, roll on the Wild Magic Surge table.
Gain Advantage on one d20 Test. Recharge: Long Rest OR if the DM triggers a Wild Magic Surge.
Convert Slot to Points (Slot Level = Points) OR Points to Slot (2 Pts = 1st Level | 3 Pts = 2nd Level).