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

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

Sorcerer 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;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

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)

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

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;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

Sorcerer the target takes 1d8 lightning damage

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)

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

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

Sorcerer you have a +5 bonus to AC

0;Acid Splash;Conjuration cantrip;1 action;60 feet;V 0;Acid Splash;Conjuration cantrip;1 action;60 feet;V
0;Fire Bolt;Evocation cantrip;1 action;120 feet;V 0;Fire Bolt;Evocation cantrip;1 action;120 feet;V
0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Shocking Grasp;Evocation cantrip;1 action;Touch;V 0;Shocking Grasp;Evocation cantrip;1 action;Touch;V
1;Chaos Bolt;1st level Evocation;1 action;120 feet;V 1;Chaos Bolt;1st level Evocation;1 action;120 feet;V
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V