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S

  • casting timeI'm the upgrade)You channel the chill of the grave toward one creature you try to touch. Make a melee spell attack against the target. On a hit
  • range the target takes 1d10 Necrotic damage

  • components and it can’t regain Hit Points until the end of your next turn.

    Cantrip Upgrade. This spell’s damage increases by 1d10 when you reach levels 5 (2d10)
  • duration 11 (3d10)

and 17 (4d10). ;Sorcerer

Sorcerer M;Instantaneous;(I'm not the copy

S

  • casting time up to 1 minute;(Light up your life)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

Sorcerer M;Concentration

S M;Instantaneous;(Bring the fire)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

  • 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

Sorcerer 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

S

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

  • components 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
  • duration and make a new damage roll

which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

Sorcerer M;Instantaneous;(I don't know what I'm doing)You hurl an undulating

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

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

0;Chill Touch;Necromancy Cantrip;1 Action;touch;V 0;Chill Touch;Necromancy Cantrip;1 Action;touch;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;Message;Transmutation Cantrip;1 Action;120 feet;V 0;Message;Transmutation Cantrip;1 Action;120 feet;V
1;Chaos Bolt;1st level Evocation;1 Action;120 feet;V 1;Chaos Bolt;1st level Evocation;1 Action;120 feet;V
1;Mage Armor;1st level Abjuration;1 Action;Touch;V 1;Mage Armor;1st level Abjuration;1 Action;Touch;V