Sorcerer Spell Cards DND 5e
Sorcerer Spell Cards DND 5e
Sorcerer Spell Cards DND 5e
Sorcerer Conjuration cantrip Sorcerer Abjuration cantrip Sorcerer (SCAG) Evocation cantrip
Sorcerer Necromancy cantrip Sorcerer (XGE) Transmutation cantrip Sorcerer (XGE) Conjuration cantrip
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
FROSTBITE GREEN-FLAME BLADE GUST
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 5 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, M 1 round V, S Instantaneous
You cause numbing frost to form on one creature a weapon You seize the air and compel it to create one of
that you can see within range. The target must the following effects at a point you can see
make a Constitution saving throw. On a failed As part of the action used to cast this spell, you within range:
save, the target takes 1d6 cold damage, and it must make a melee attack with a weapon against • One Medium or smaller creature that you
has disadvantage on the next weapon attack roll one creature within the spell's range, otherwise choose must succeed on a Strength saving throw
it makes before the end of its next turn. the spell fails. On a hit, the target suffers the or be pushed up to 5 feet away from you.
The spell's damage increases by 1d6 when you attack's normal effects, and green re leaps from • You create a small blast of air capable of
reach 5th level (2d6), 11th level (3d6), and 17th the target to a different creature of your choice moving one object that is neither held nor
level (4d6). that you can see within 5 feet of it. The second carried and that weighs no more than 5 pounds.
creature takes re damage equal to your The object is pushed up to 10 feet away from
spellcasting ability modi er. you. It isn't pushed with enough force to cause
This spell's damage increases when you reach damage.
higher levels. At 5th level, the melee attack deals • You create a harm less sensory effect using air,
an extra 1d8 re damage to the target, and the such as causing leaves to rustle, wind to slam
re damage to the second creature increases to shutters closed, or your clothing to ripple in a
1d8 + your spellcasting ability modi er. Both breeze.
damage rolls increase by 1d8 at 11th level and
17th level.
Sorcerer (XGE) Evocation cantrip Sorcerer (SCAG) Evocation cantrip Sorcerer (XGE) Transmutation cantrip
Sorcerer (XGE) Conjuration cantrip Sorcerer Evocation cantrip Sorcerer (SCAG) Evocation cantrip
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
MINOR ILLUSION MOLD EARTH POISON SPRAY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M 1 minute S Instantaneous or 1 hour V, S Instantaneous
(see below)
You create a sound or an image of an object within You extend your hand toward a creature you can
range that lasts for the duration. The illusion also ends You choose a portion of dirt or stone that you can see see within range and project a puff of noxious
if you dismiss it as an action or cast this spell again. within range and that ts within a 5-foot cube. You gas from your palm. The creature must succeed
If you create a sound, its volume can range from a manipulate it in one of the following ways: on a Constitution saving throw or take 1d12
whisper to a scream. It can be your voice, someone • If you target an area of loose earth, you can
else's voice, a lion's roar, a beating of drums, or any instantaneously excavate it, move it along the ground, poison damage.
other sound you choose. The sound continues and deposit it up to 5 feet away. This movement This spell's damage increases by 1d12 when you
unabated throughout the duration, or you can make doesn't involve enough force to cause damage. reach 5th level (2d12), 11th level (3d12), and 17
discrete sounds at different times before the spell • You cause shapes, colors, or both to appear on the level (4d12).
ends. dirt or stone, spelling out words, creating images, or
If you create an image of an object - such as a chair, shaping patterns. The changes last for 1 hour.
muddy footprints, or a small chest - it must be no • If the dirt or stone you target is on the ground, you
larger than a 5-foot cube. The image can't create cause it to become dif cult terrain. Alternatively, you
sound, light, smell, or any other sensory effect. can cause the ground to become normal terrain if it is
Physical interaction with the image reveals it to be an already dif cult terrain . This change lasts for 1 hour.
illusion, because things can pass through it. If you cast this spell multiple times, you can have no
If a creature uses its action to examine the sound or more than two of its non-instantaneous effects active
image, the creature can determine that it is an illusion at a time, and you can dismiss such an effect as an
with a successful Intelligence (Investigation) check action.
against your spell save DC. If a creature discerns the
illusion for what it is, the illusion becomes faint to the
creature.
Sorcerer Illusion cantrip Sorcerer (XGE) Transmutation cantrip Sorcerer Conjuration cantrip
Sorcerer Transmutation cantrip Sorcerer Evocation cantrip Sorcerer (XGE) Transmutation cantrip
Sorcerer Evocation cantrip Sorcerer (SCAG) Conjuration cantrip Sorcerer (XGE) Evocation cantrip
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
TRUE STRIKE ABSORB ELEMENTS BURNING HANDS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 reaction, which you take Self 1 action Self (15-foot cone)
when you take acid, cold,
COMPONENTS DURATION re, lightning, or thunder COMPONENTS DURATION
S Concentration, up to 1 damage V, S Instantaneous
round
COMPONENTS DURATION As you hold your hands with thumbs touching
You extend your hand and point a nger at a S 1 round and ngers spread, a thin sheet of ames shoots
target in range. Your magic grants you a brief forth from your outstretched ngertips. Each
insight into the target's defenses. On your next The spell captures some of the incoming energy, creature in a 15-foot cone must make a
turn, you gain advantage on your rst attack roll lessening its effect on you and storing it for your Dexterity saving throw. A creature takes 3d6 re
against the target, provided that this spell hasn't next melee attack. You have resistance to the damage on a failed save, or half as much damage
ended. triggering damage type until the start of your on a successful one.
next turn. Also, the rst time you hit with a The re ignites any ammable objects in the area
melee attack on your next turn, the target takes that aren't being worn or carried.
an extra 1d6 damage of the triggering type, and At Higher Levels: When you cast this spell
the spell ends. using a spell slot of 2nd level or higher, the
At Higher Levels: When you cast this spell damage increases by 1d6 for each slot level
using a spell slot of 2nd level or higher, the extra above 1st.
damage increases by 1d6 for each slot level
above 1st.
Sorcerer Divination cantrip Sorcerer (XGE) 1st level Abjuration Sorcerer 1st level Evocation
Sorcerer (XGE) 1st level Transmutation Sorcerer (XGE) 1st level Evocation Sorcerer 1st level Enchantment
Sorcerer 1st level Evocation Sorcerer 1st level Illusion Sorcerer 1st level Divination
1 1 0
1 1 0
1 1 1
1 1 1
1 1 1
1 1 1
DETECT MAGIC (RITUAL) DISGUISE SELF EARTH TREMOR
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S 1 hour V, S Instantaneous
minutes
You make yourself, including your clothing, armor, You cause a tremor in the ground within range.
For the duration, you sense the presence of weapons, and other belongings on your person, look Each creature other than you in that area must
magic within 30 feet of you. If you sense magic in different until the spell ends or until you use your make a Dexterity saving throw. On a failed save,
this way, you can use your action to see a faint action to dismiss it. You can seem 1 foot shorter or a creature takes 1d6 bludgeoning damage and is
aura around any visible creature or object in the taller and can appear thin, fat, or in between. You can't
change your body type, so you must adopt a form that knocked prone. If the ground in that area is loose
area that bears magic, and you learn its school of has the same basic arrangement of limbs. Otherwise, earth or stone, it becomes dif cult terrain until
magic, if any. the extent of the illusion is up to you. cleared, with each 5-foot-diameter portion
The spell can penetrate most barriers, but is The changes wrought by this spell fail to hold up to requiring at least 1 minute to clear by hand.
blocked by 1 foot of stone, 1 inch of common physical inspection. For example, if you use this spell At Higher Levels: When you cast this spell
metal, a thin sheet of lead, or 3 feet of wood or to add a hat to your out t, objects pass through the using a spell slot of 2nd level or higher, the
dirt. hat, and anyone who touches it would feel nothing or damage increases by 1d6 for each slot level
would feel your head and hair. If you use this spell to above 1st.
appear thinner than you are, the hand of someone
who reaches out to touch you would bump into you
while it was seemingly still in midair.
To discern that you are disguised, a creature can use
its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against your spell save DC.
Sorcerer 1st level Divination Sorcerer 1st level Illusion Sorcerer (XGE) 1st level Evocation
Sorcerer 1st level Transmutation Sorcerer 1st level Necromancy Sorcerer 1st level Transmutation
Sorcerer 1st level Conjuration Sorcerer (XGE) 1st level Conjuration Sorcerer 1st level Transmutation
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
MAGE ARMOR MAGIC MISSILE RAY OF SICKNESS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S Instantaneous V, S Instantaneous
a piece of cured leather You create three glowing darts of magical force. A ray of sickening greenish energy lashes out
Each dart hits a creature of your choice that you toward a creature within range. Make a ranged
You touch a willing creature who isn't wearing can see within range. A dart deals 1d4+1 force spell attack against the target. On a hit, the
armor, and a protective magical force surrounds damage to its target. The darts all strike target takes 2d8 poison damage and must make
it until the spell ends. The target's base AC simultaneously and you can direct them to hit a Constitution saving throw. On a failed save, it is
becomes 13 + its Dexterity modi er. The spell one creature or several. also poisoned until the end of your next turn.
ends it if the target dons armor or if you dismiss At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
the spell as an action. using a spell slot of 2nd level or higher, the spell using a spell slot of 2nd level or higher, the
creates one more dart for each slot above 1st. damage increases by 1d8 for each slot level
above 1st.
Sorcerer 1st level Abjuration Sorcerer 1st level Evocation Sorcerer 1st level Necromancy
Sorcerer 1st level Abjuration Sorcerer 1st level Illusion Sorcerer 1st level Enchantment
Sorcerer 1st level Evocation Sorcerer 1st level Evocation Sorcerer (XGE) 2nd level Evocation
1 1 1
1 1 1
1 1 1
1 1 1
2 1 1
2 1 1
ALTER SELF [1/2] ALTER SELF [2/2] BLINDNESS/DEAFNESS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V 1 minute
hour hour
You can blind or deafen a foe. Choose one
You assume a different form. When you cast the spell, bludgeoning, piercing, or slashing damage, as creature that you can see within range to make a
choose one of the following options, the effects of appropriate to the natural weapon you chose, Constitution saving throw. If it fails, the target is
which last for the duration of the spell. While the spell and you are pro cient with you unarmed strikes. either blinded or deafened (your choice) for the
lasts, you can end one option as an action to gain the Finally, the natural weapon is magic and you
bene ts of a different one. duration. At the end of each of its turns, the
Aquatic Adaptation: You adapt your body to an have a +1 bonus to the attack and damage rolls target can make a Constitution saving throw. On
aquatic environment, sprouting gills, and growing you make using it. a success, the spell ends.
webbing between your ngers. You can breathe At Higher Levels: When you cast this spell
underwater and gain a swimming speed equal to your using a spell slot of 3rd level or higher, you can
walking speed. target one additional creature for each slot level
Change Appearance: You transform your above 2nd.
appearance. You decide what you look like, including
your height, weight, facial features, sound of your
voice, hair length, coloration, and distinguishing
characteristics, if any. You can make yourself appear as
a member of another race, though none of your
statistics change. You also don't appear as a creature
of a different size than you, and your basic shape stays
the same, if you're bipedal, you can't use this spell to
become quadrupedal, for instance. At any time for the
duration of the spell, you can use your action to
change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines,
horns, or a different natural weapon of your choice.
Your unarmed strikes deal 1d6
Sorcerer 2nd level Transmutation Sorcerer 2nd level Transmutation Sorcerer 2nd level Necromancy
Sorcerer 2nd level Illusion Sorcerer 2nd level Conjuration Sorcerer 2nd level Enchantment
Sorcerer 2nd level Evocation Sorcerer 2nd level Transmutation Sorcerer 2nd level Divination
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
DETECT THOUGHTS [2/2] DRAGON'S BREATH DUST DEVIL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
a copper piece a hot pepper a pinch of dust
make an Intelligence check contested by your You touch one willing creature and imbue it with Choose an unoccupied 5-foot cube of air that you can
Intelligence check if it succeeds, the spell ends. the power to spew magical energy from its see within range. An elemental force that resembles a
Questions verbally directed at the target mouth, provided it has one. Choose acid, cold, dust devil appears in the cube and lasts for the spell's
creature naturally shape the course of its re, lightning, or poison. Until the spell ends, the duration.
Any creature that ends its turn within 5 feet of the
thoughts, so this spell is particularly effective as creature can use an action to exhale energy of dust devil must make a Strength saving throw. On a
part of an interrogation. the chosen type in a 15-foot cone. Each creature failed save, the creature takes 1d8 bludgeoning
You can also use this spell to detect the presence in that area must make a Dexterity saving throw, damage and is pushed 10 feet away from the dust
of thinking creatures you can't see. When you taking 3d6 damage of the chosen type on a failed devil. On a successful save, the creature takes half as
cast the spell or as your action during the save, or half as much damage on a successful much damage and isn't pushed.
duration, you can search for thoughts within 30 one. As a bonus action, you can move the dust devil up to
feet of you. The spell can penetrate barriers, but At Higher Levels: When you cast this spell us 30 feet in any direction. If the dust devil moves over
2 feet of rock, 2 inches of any metal other than ing a spell slot of 3rd level or higher, the damage sand, dust, loose dirt, or light gravel, it sucks up the
material and forms a 10-foot-radius cloud of debris
lead, or a thin sheet of lead blocks you. You can't increases by 1d6 for each slot level above 2nd. around itself that lasts until the start of your next turn.
detect a creature with an Intelligence of 3 or The cloud heavily obscures its area.
lower or one that doesn't speak any language. At Higher Levels: When you cast this spell using a
Once you detect the presence of a creature in spell slot of 3rd level or higher, the damage increases
this way, you can read its thoughts for the rest of by 1d8 for each slot level above 2nd.
the duration as described above, even if you
can't see it, but it must still be within range.
Sorcerer 2nd level Divination Sorcerer (XGE) 2nd level Transmutation Sorcerer (XGE) 2nd level Conjuration
Sorcerer (XGE) 2nd level Transmutation Sorcerer 2nd level Transmutation Sorcerer 2nd level Transmutation
Sorcerer 2nd level Transmutation Sorcerer 2nd level Evocation Sorcerer 2nd level Enchantment
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
INVISIBILITY KNOCK LEVITATE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V, S, M Concentration, up to 10
hour minutes
Choose an object that you can see within range.
an eyelash encased in gum arabic The object can be a door, a box, a chest, a set of either a small leather loop or a piece of golden wire
manacles, a padlock, or another object that bent into a cup shape with a long shank on one end
A creature you touch becomes invisible until the contains a mundane or magical means that
spell ends. Anything the target is wearing or prevents access. One creature or object of your choice that you
carrying is invisible as long as it is on the target's A target that is held shut by a mundane lock or can see within range rises vertically, up to 20
person. The spell ends for a target that attacks or that is stuck or barred becomes unlocked, feet, and remains suspended there for the
casts a spell. unstuck, or unbarred. If the object has multiple duration. The spell can levitate a target that
At Higher Levels: When you cast this spell locks, only one of them is unlocked. weighs up to 500 pounds. An unwilling creature
using a spell slot of 3rd level or higher, you can If you choose a target that is held shut with that succeeds on a Constitution saving throw is
target one additional creature for each slot level arcane lock, that spell is suppressed for 10 unaffected.
above 2nd. minutes, during which time the target can be The target can move only by pushing or pulling
opened and shut normally. against a xed object or surface within reach
When you cast the spell, a loud knock, audible (such as a wall or a ceiling), which allows it to
from as far away as 300 feet, emanates from the move as if it were climbing. You can change the
target object. 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, you can use your action to move the
target, which must remain within the spell's
range.
When the spell ends, the target oats gently to
the ground if it is still aloft.
Sorcerer 2nd level Illusion Sorcerer 2nd level Transmutation Sorcerer 2nd level Transmutation
Sorcerer (XGE) 2nd level Transmutation Sorcerer (XGE) 2nd level Divination Sorcerer 2nd level Illusion
Sorcerer 2nd level Conjuration Sorcerer 2nd level Illusion Sorcerer 2nd level Illusion
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
PYROTECHNICS SCORCHING RAY SEE INVISIBILITY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V, S, M 1 hour
Choose an area of nonmagical ame that you can You create three rays of re and hurl them at A pinch of Talc and a small sprinkling of powdered
see and that can t within a 5-foot cube within targets within range. You can hurl them at one silver
range. You can extinguish the re in that area, target or several.
and you create either reworks or smoke when Make a ranged spell attack for each ray. On a hit, For the duration, you see invisible creatures and
you do so. the target takes 2d6 re damage. objects as if they were visible, and you can see
Fireworks: The target explodes with a dazzling At Higher Levels: When you cast this spell into the Ethereal Plane. Ethereal creatures and
display of colors. Each creature within 10 feet of using a spell slot of 3rd level or higher, you create objects appear ghostly and translucent.
the target must succeed on a Constitution saving one additional ray for each slot level above 2nd.
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, 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) 2nd level Transmutation Sorcerer 2nd level Evocation Sorcerer 2nd level Divination
Sorcerer (XGE) 2nd level Illusion Sorcerer 2nd level Evocation Sorcerer (XGE) 2nd level Evocation
Sorcerer 2nd level Transmutation Sorcerer 2nd level Enchantment Sorcerer 2nd level Enchantment
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
WARDING WIND WEB BLINK
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 10 V, S, M Concentration, up to 1 V, S 1 minute
minutes hour
Roll a d20 at the end of each of your turns for the
A strong wind (20 miles per hour) blows around a bit of spider web duration of the spell. On a roll of 11 or higher, you
you in a 10-foot radius and moves with you, vanish from your current plane of existence and
remaining centered on you. The wind lasts for You conjure a mass of thick, sticky webbing at a point appear in the Ethereal Plane (the spell fails and the
the spell's duration. of your choice within range. The webs ll a 20-foot casting is wasted if you were already on that plane). At
cube from that point for the duration. The webs are the start of you next turn, and when the spell ends if
The wind has the following effects: dif cult terrain and lightly obscure their area. you are on the Ethereal Plane, you return to an
• It deafens you and other creatures in its area. If the webs aren't anchored between two solid masses unoccupied space of your choice that you can see
• It extinguishes unprotected ames in its area (such as walls or trees) or layered across a oor, wall, within 10 feet of the space you vanished from. If no
that are torch-sized or smaller. or ceiling, the conjured web collapses on itself, and the unoccupied space is available within that range, you
• It hedges out vapor, gas, and fog that can be spell ends at the start of your next turn. Webs layered appear in the nearest unoccupied space (chosen at
dispersed by strong wind. over a at surface have a depth of 5 feet. random if more than one space is equally near). You
• The area is dif cult terrain for creatures other Each creature that starts its turn in the webs or that can dismiss this spell as an action.
than you. enters them during its turn must make a Dexterity While on the Ethereal Plane, you can see and hear the
saving throw. On a failed save, the creature is plane you originated from, which is cast in shades of
• The attack rolls of ranged weapon attacks have restrained as long as it remains in the webs or until it gray, and you can't see anything more than 60 feet
disadvantage if the attacks pass in or out of the breaks free. away. You can only affect and be affected by other
wind. A creature restrained by the webs can use its actions creatures on the Ethereal Plane. Creature that aren't
to make a Strength check against your spell save DC. If there can't perceive you or interact with you, unless
it succeeds, it is no longer restrained. they have the ability to do so.
The webs are ammable. Any 5-foot cube of webs
exposed to re burns away in 1 round, dealing 2d4 re
damage to any creature that starts its turn in the re.
Sorcerer (XGE) 2nd level Evocation Sorcerer 2nd level Conjuration Sorcerer 3rd level Transmutation
Sorcerer (XGE) 3rd level Enchantment Sorcerer 3rd level Divination Sorcerer 3rd level Divination
Sorcerer 3rd level Abjuration Sorcerer 3rd level Evocation Sorcerer 3rd level Abjuration
3 2 2
3 2 2
3 3 3
3 3 3
3 3 3
3 3 3
ENEMIES ABOUND ERUPTING EARTH FEAR
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Self (30-foot cone)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Instantaneous V, S, M Concentration, up to 1
minute minute
a piece of obsidian
You reach into the mind of one creature you can a white feather or the heart of a hen
see and force it to make an Intelligence saving Choose a point you can see on the ground within
throw. A creature automatically succeeds if it is range. A fountain of churned earth and stone You project a phantasmal image of a creature's
immune to being frightened. On a failed save, the erupts in a 20-foot cube centered on that point. worst fears. Each creature in a 30-foot cone
target loses the ability to distinguish friend from Each creature in that area must make a Dexterity must succeed on a Wisdom saving throw or drop
foe, regarding all creatures it can see as enemies saving throw. A creature takes 3d12 whatever it is holding and become frightened for
until the spell ends. Each time the target takes bludgeoning damage on a failed save, or half as the duration.
damage, it can repeat the saving throw, ending much damage on a successful one. Additionally, While frightened by this spell, a creature must
the effect on itself on a success. the ground in that area becomes dif cult terrain take the Dash action and move away from you by
Whenever the affected creature chooses until cleared. Each 5-foot-square portion of the the safest available route on each of its turns,
another creature as a target, it must choose the area requires at least 1 minute to clear by hand. unless there is nowhere to move. If the creature
target at random from among the creatures it At Higher Levels: When you cast this spell ends its turn in a location where it doesn't have
can see within range of the attack, spell, or other using a spell slot of 4th level or higher, the line of sight to you, the creature can make a
ability it's using. lf an enemy provokes an damage increases by 1d12 for each slot level Wisdom saving throw. On a successful save, the
opportunity attack from the affected creature, above 3rd. spell ends for that creature.
the creature must make that attack if it is able to.
Sorcerer (XGE) 3rd level Enchantment Sorcerer (XGE) 3rd level Transmutation Sorcerer 3rd level Illusion
Sorcerer 3rd level Evocation Sorcerer (XGE) 3rd level Transmutation Sorcerer 3rd level Transmutation
Sorcerer 3rd level Transmutation Sorcerer 3rd level Transmutation Sorcerer 3rd level Illusion
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
LIGHTNING BOLT MAJOR IMAGE [1/2] MAJOR IMAGE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (100-foot line) 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes
a bit of fur and a rod of amber, crystal, or glass
a bit of eece a bit of eece
A stroke of lightning forming a line of 100 feet
long and 5 feet wide blasts out from you in a You create the image of an object, a creature, or some reveals it to be an illusion, because things can
direction you choose. Each creature in the line other visible phenomenon that is no larger than a 20- pass through it. A creature that uses its action to
must make a Dexterity saving throw. A creature foot cube. The image appears at a spot that you can examine the image can determine that it is an
see within range and lasts for the duration. It seems illusion with a successful Intelligence
takes 8d6 lightning damage on a failed save, or completely real, including sounds, smells, and
half as much damage on a successful one. temperature appropriate to the thing depicted. You (Investigation) check against your spell save DC.
The lightning ignites ammable objects in the can't create suf cient heat or cold to cause damage, a If a creature discerns the illusion for what it is,
area that aren't being worn or carried. sound loud enough to deal thunder damage or deafen the creature can see through the image, and its
At Higher Levels: When you cast this spell a creature, or a smell that might sicken a creature (like other sensory qualities become faint to the
using a spell slot of 4th level or higher, the a troglodyte's stench). creature.
damage increases by 1d6 for each slot above As long as you are within range of the illusion, you can At Higher Levels: When you cast this spell
3rd. use your action to cause the image to move to any using a spell slot of 6th level or higher, the spell
other spot within range. As the image changes lasts until dispelled, without requiring your
location, you can alter its appearance so that its
movements appear natural for the image. For concentration.
example, if you create an image of a creature and
move it, you can alter the image so that it appears to
be walking. Similarly, you can cause the illusion to
make different sounds at different times, even making
it carry on a conversation, for example.
Physical interaction with the image
Sorcerer 3rd level Evocation Sorcerer 3rd level Illusion Sorcerer 3rd level Illusion
Sorcerer (XGE) 3rd level Evocation Sorcerer 3rd level Abjuration Sorcerer 3rd level Conjuration
Sorcerer 3rd level Transmutation Sorcerer 3rd level Conjuration Sorcerer (XGE) 3rd level Conjuration
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
TIDAL WAVE TONGUES WALL OF WATER
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, M 1 hour V, S, M Concentration, up to 10
minutes
a drop of water a small clay model of a ziggurat
a drop of water
You conjure up a wave of water that crashes This spell grants the creature you touch the
down on an area within range. The area can be ability to understand any spoken language it You create a wall of water on the ground at a
up to 30 feet long, up to 10 feet wide, and up to hears. Moreover, when the target speaks, any point you can see within range. You can make the
10 feet tall. Each creature in that area must creature that knows at least one language and wall up to 30 feet long, 10 feet high, and 1 foot
make a Dexterity saving throw. On a failed save, can hear the target understands what it says. thick, or you can make a ringed wall up to 20 feet
a creature takes 4d8 bludgeoning damage and is in diameter, 20 feet high, and 1 foot thick. The
knocked prone. On a successful save, a creature wall vanishes when the spell ends. The wall's
takes half as much damage and isn't knocked space is dif cult terrain.
prone. The water then spreads out across the Any ranged weapon attack that enters the wall's
ground in all directions, extinguishing space has disadvantage on the attack roll, and
unprotected ames in its area and within 30 feet re damage is halved if the re effect passes
of it, and then it vanishes. through the wall to reach its target. Spells that
deal cold damage that pass through the wall
cause the area of the wall they pass through to
freeze solid (at least a 5-foot-square section is
frozen). Each 5-foot-square frozen section has
AC 5 and 15 hit points. Reducing a frozen section
to 0 hit points destroys it. When a section is
destroyed, the wall's water doesn't ll it.
Sorcerer (XGE) 3rd level Conjuration Sorcerer 3rd level Divination Sorcerer (XGE) 3rd level Evocation
Sorcerer 3rd level Transmutation Sorcerer 3rd level Transmutation Sorcerer 4th level Abjuration
Sorcerer 4th level Necromancy Sorcerer (XGE) 4th level Enchantment Sorcerer 4th level Enchantment
3 3 3
3 3 3
4 3 3
4 3 3
4 4 4
4 4 4
CONFUSION [2/2] DIMENSION DOOR DOMINATE BEAST [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 500 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V, S Concentration, up to 1
minute minute
You teleport yourself from your current location
three nut shells to any other spot within range. You arrive at You attempt to beguile a beast that you can see within
exactly the spot desired. It can be a place you can range. It must succeed on a Wisdom saving throw or
target. see, one you can visualize, or one you can be charmed by you for the duration. If you or
At Higher Levels: When you cast this spell creatures that are friendly to you are ghting it, it has
describe by stating distance and direction, such advantage on the saving throw.
using a spell slot of 5th level or higher, the radius as 200 feet straight downward or upward to the While the beast is charmed, you have a telepathic link
of the sphere increases by 5 feet for each slot northwest at a 45-degree angle, 300 feet. with it as long as the two of you are on the same plane
above 4th. You can bring along objects as long as their of existence. You can use this telepathic link to issue
weight doesn't exceed what you can carry. You commands to the creature while you are conscious (no
can also bring one willing creature of your size or action required), which it does its best to obey. You
smaller who is carrying gear up to its carrying can specify a simple and general course of action, such
capacity. The creature must be within 5 feet of as Attack that creature, Run over there, or Fetch that
object. If the creature completes the order and
you when you cast this spell. doesn't receive further direction from you, it defends
If you would arrive in a place already occupied by and preserves itself to the best of its ability.
an object or a creature, you and any creature You can use your action to take total and precise
traveling with you each take 4d6 force damage, control of the target. Until the end of your next turn,
and the spell fails to teleport you. the creature takes only the actions you choose, and
doesn't do anything that you don't allow it to do.
During this time, you can also cause the creature to
use a reaction, but this requires you to use your own
reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
throw
Sorcerer 4th level Enchantment Sorcerer 4th level Conjuration Sorcerer 4th level Enchantment
Sorcerer 4th level Enchantment Sorcerer 4th level Illusion Sorcerer 4th level Evocation
Sorcerer 4th level Transmutation Sorcerer 4th level Transmutation Sorcerer (XGE) 4th level Evocation
4 4 4
4 4 4
4 4 4
4 4 4
4 4 4
4 4 4
STONESKIN STORM SPHERE VITRIOLIC SPHERE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 150 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
hour minute
a drop of giant slug bile
diamond dust worth 100 gp, which the spell A 20-foot-radius sphere of whirling air springs into
consumes existence centered on a point you choose within You point at a location within range, and a
range. The sphere remains for the spell's duration. glowing 1-foot ball of emerald acid streaks there
This spell turns the esh of a willing creature you Each creature in the sphere when it appears or that and explodes in a 20-foot radius sphere. Each
touch as hard as stone. Until the spell ends, the ends its turn there must succeed on a Strength saving creature in that area must make a Dexterity
throw or take 2d6 bludgeoning damage. The sphere's
target has resistance to nonmagical bludgeoning, space is dif cult terrain. saving throw. On a failed save, a creature takes
piercing, and slashing damage. Until the spell ends, you can use a bonus action on 10d4 acid damage and 5d4 acid damage at the
each ofyour turns to cause a bolt of lightning to leap end of its next turn. On a successful save, a
from the center of the sphere toward one creature creature takes half the initial damage and no
you choose within 60 feet of the center. Make a damage at the end of its next turn.
ranged spell attack. You have advantage on the attack At Higher Levels. When you cast this spell
roll if the target is in the sphere. On a hit, the target using a spell slot of 5th level or higher, the initial
takes 4d6 lightning damage. damage increases by 2d4 for each slot level
Creatures within 30 feet of the sphere have
disadvantage on Wisdom (Perception) checks made to above 4th.
listen.
At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, the damage for each of
its effects increases by 1d6 for each slot level above
4th.
Sorcerer 4th level Abjuration Sorcerer (XGE) 4th level Evocation Sorcerer (XGE) 4th level Evocation
Sorcerer 4th level Evocation Sorcerer (XGE) 4th level Conjuration Sorcerer (XGE) 4th level Conjuration
Sorcerer 5th level Transmutation Sorcerer 5th level Transmutation Sorcerer 5th level Conjuration
4 4 4
4 4 4
4 4 4
4 4 4
5 5 5
5 5 5
CONE OF COLD CONTROL WINDS [1/2] CONTROL WINDS [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot cone) 1 action 300 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V, S Concentration, up to 1
hour hour
a small crystal or glass cone
You take control of the air in a 100-foot cube that you Updraft: You cause a sustained updraft within
A blast of cold air erupts from your hands. Each can see within range. Choose one of the following the cube, rising upward from the cube's bottom
creature in a 60-foot cone must make a effects when you cast the spell. The effect lasts for the side. Creatures that end a fall within the cube
Constitution saving throw. A creature takes 8d8 spell's duration, unless you use your action on a later take only half damage from the fall. When a
cold damage on a failed save, or half as much turn to switch to a different effect. You can also use
your action to temporarily halt the effect or to restart creature in the cube makes a vertical jump, the
damage on a successful one. one you've halted. creature can jump up to 10 feet higher than
A creature killed by this spell becomes a frozen Gusts: A wind picks up within the cube, continually normal.
statue until it thaws. blowing in a horizontal direction you designate. You
At Higher Levels: When you cast this spell choose the intensity of the wind: calm, moderate, or
using a spell slot of 6th level or higher, the strong. If the wind is moderate or strong, ranged
damage increases by 1d8 for each slot level weapon attacks that enter or leave the cube or pass
above 5th. through it have disadvantage on their attack rolls. If
the wind is strong, any creature moving against the
wind must spend 1 extra foot of movement for each
foot moved.
Downdraft: You cause a sustained blast of strong
wind to blow downward from the top of the cube.
Ranged weapon attacks that pass through the cube or
that are made against targets within it have
disadvantage on their attack rolls . A creature must
make a Strength saving throw if it ies into the cube
for the rst time on a turn or starts its turn there
ying. On a failed save, the creature is knocked prone.
Sorcerer 5th level Evocation Sorcerer (XGE) 5th level Transmutation Sorcerer (XGE) 5th level Transmutation
Sorcerer 5th level Illusion Sorcerer 5th level Enchantment Sorcerer 5th level Enchantment
Sorcerer (XGE) 5th level Necromancy Sorcerer (XGE) 5th level Conjuration Sorcerer 5th level Enchantment
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
IMMOLATION INSECT PLAGUE SEEMING [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 300 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Concentration, up to 10 V, S 8 hours
minute minutes
This spell allows you to change the appearance of any
Flames wreathe one creature you can see within a few grains of sugar, some kernels of grain, and a number of creatures that you can see within range.
range. The target must make a Dexterity saving smear of fat You give each target you choose a new, illusory
throw. It takes 8d6 re damage on a failed save, appearance. An unwilling target can make a Charisma
or half as much damage on a successful one. On a Swarming, biting locusts ll a 20-foot-radius saving throw, and if it succeeds, it is unaffected by this
sphere centered on a point you choose within spell.
failed save, the target also burns for the spell's The spell disguises physical appearances as well as
duration. The burning target sheds bright light in range. The sphere spreads around corners. The clothing, armor, weapons, and equipment. You can
a 30-foot radius and dim light for an additional sphere remains for the duration, and its area is make each creature seem 1 foot shorter or taller and
30 feet. At the end of each of its turns, the target lightly obscured. The sphere's area is dif cult appear thin, fat, or in-between. You can't change a
repeats the saving throw. It takes 4d6 re terrain. target's body type, so you must choose a form that has
damage on a failed save, and the spell ends on a When the area appears, each creature in it must the same basic arrangement of limbs. Otherwise, the
successful one. These magical ames can't be make a Constitution saving throw. A creature extent of the illusion is up to you. The spell lasts for
extinguished by nonmagical means. takes 4d10 piercing damage on a failed save, or the duration, unless you use your action to dismiss it
half as much damage on a successful one. A sooner.
If damage from this spell kills a target, the target The changes wrought by this spell fail to hold up to
is turned to ash. creature must also make this saving throw when physical inspections. For example, if you use this spell
it enters the spell's area for the rst time on a to add a hat to a creature's out t objects pass through
turn or ends its turn there. the hat, and anyone who touches it would feel nothing
At Higher Levels: When you cast this spell or would feel the creature's head and hair. If you use
using a spell slot of 6th level or higher, the this spell to appear thinner then you are, the hand of
damage increases by 1d10 for each slot level someone who reaches out to touch you would bump
above 5th. into you while it was seemingly still in midair.
A creature can use its action to inspect a target and
make an Intelligence
Sorcerer (XGE) 5th level Evocation Sorcerer 5th level Conjuration Sorcerer 5th level Illusion
Sorcerer 5th level Illusion Sorcerer (XGE) 5th level Transmutation Sorcerer (XGE) 5th level Enchantment
Sorcerer 5th level Transmutation Sorcerer 5th level Transmutation Sorcerer 5th level Conjuration
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
TELEPORTATION CIRCLE [2/2] WALL OF LIGHT [1/2] WALL OF LIGHT [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 round V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes
rare chalks and inks infused with precious gems with
50 gp, which the spell consumes a hand mirror a hand mirror
minute. A shimmering wall of bright light appears at a point it. Make a ranged spell attack. On a hit, the target
You can create a permanent teleportation circle you choose within range. The wall appears in any takes 4d8 radiant damage. Whether you hit or
orientation you choose: horizontally, vertically, or miss, reduce the length of the wall by 10 feet. If
by casting this spell in the same location every diagonally. It can be free oating, or it can rest on a
day for one year. You need not use the circle to solid surface. The wall can be up to 60 feet long, 10 the wall's length drops to 0 feet, the spell ends.
teleport when you cast the spell in this way. feet high, and 5 feet thick. The wall blocks line of sight, At Higher Levels: When you cast this spell
but creatures and objects can pass through it. It emits using a spell slot of 6th level or higher, the
bright light out to 120 feet and dim light for an damage increases by 1d8 for each slot level
additional 120 feet. above 5th.
When the wall appears, each creature in its area must
make a Constitution saving throw. On a failed save, a
creature takes 4d8 radiant damage, and it is blinded
for 1 minute. On a successful save, it takes half as
much damage and isn't blinded. A blinded creature can
make a Constitution saving throw at the end of each of
its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes
4d8 radiant damage.
Until the spell ends, you can use an action to launch a
beam of radiance from the wall at one creature you
can see within 60 feet of
Sorcerer 5th level Conjuration Sorcerer (XGE) 5th level Evocation Sorcerer (XGE) 5th level Evocation
Sorcerer 5th level Evocation Sorcerer 5th level Evocation Sorcerer 6th level Conjuration
Sorcerer 6th level Evocation Sorcerer 6th level Necromancy Sorcerer 6th level Transmutation
5 5 5
5 5 5
6 5 5
6 5 5
6 6 6
6 6 6
DISINTEGRATE [2/2] EYEBITE GLOBE OF INVULNERABILITY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self 1 action Self (10-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
a lodestone and a pinch of dust
For the spell's duration, your eyes become an inky void a glass or crystal bead that shatters when the spell
for each slot level above 6th. imbued with dread power. One creature of your ends
choice within 60 feet of you that you can see must
succeed on a Wisdom saving throw or be affected by An immobile, faintly shimmering barrier springs
one of the following effects of your choice for the into existence in a 10-foot radius around you and
duration. On each of your turns until the spell ends,
you can use your action to target another creature but remains for the duration.
can't target a creature again if it has succeeded on a Any spell of 5th level or lower cast from outside
saving throw against this casting of eyebite. the barrier can't affect creatures or objects
Asleep: The target falls unconscious. It wakes up if it within it, even if the spell is cast using a higher
takes any damage or if another creature uses its level spell slot. Such a spell can target creatures
action to shake the sleeper awake. and objects within the barrier, but the spell has
Panicked: The target is frightened of you. On each of no effect on them. Similarly, the area within the
its turns, the frightened creature must take the Dash barrier is excluded from the areas affected by
action and move away from you by the safest and such spells.
shortest available route, unless there is nowhere to
move. If the target moves to a place at least 60 feet At Higher Levels: When you cast this spell
away from you where it can no longer see you, this using a spell slot of 7th level or higher, the
effect ends. barrier blocks spells of one level higher for each
Sickened: The target has disadvantage on attack slot level above 6th.
rolls and ability checks. At the end of each of its turns,
it can make another Wisdom saving throw. If it
succeeds, the effect ends.
Sorcerer 6th level Transmutation Sorcerer 6th level Necromancy Sorcerer 6th level Abjuration
Sorcerer (XGE) 6th level Transmutation Sorcerer (XGE) 6th level Transmutation Sorcerer (XGE) 6th level Transmutation
Sorcerer (XGE) 6th level Transmutation Sorcerer 6th level Enchantment Sorcerer 6th level Enchantment
6 6 6
6 6 6
6 6 6
6 6 6
6 6 6
6 6 6
MENTAL PRISON MOVE EARTH [1/2] MOVE EARTH [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 V, S, M Concentration, up to 2 V, S, M Concentration, up to 2
minute hours hours
You attempt to bind a creature within an illusory an iron blade and a small bag containing a mixture an iron blade and a small bag containing a mixture
cell that only it perceives. One creature you can of soils - clay, loam, and sand of soils - clay, loam, and sand
see within range must make an Intelligence
saving throw. The target succeeds automatically Choose an area of terrain no larger than 40 feet on a might collapse.
if it is immune to being charmed. On a successful side within range. You can reshape dirt, sand, or clay in Similarly, this spell doesn't directly affect plant
save, the target takes 5d10 psychic damage, and the area in any manner you choose for the duration. growth. The moved earth carries any plants
You can raise or lower the area's elevation, create or along with it.
the spell ends. On a failed save, the target takes ll in a trench, erect or atten a wall, or form a pillar.
5d10 psychic damage, and you make the area The extent of any such changes can't exceed half the
immediately around the target's space appear area's largest dimension. So, if you affect a 40-foot
dangerous to it in some way. You might cause the square, you can create a pillar up to 20 feet high, raise
target to perceive itself as being surrounded by or lower the square's elevation by up to 20 feet, dig a
re, oating razors, or hideous maws lled with trench up to 20 feet deep, and so on. It takes 10
dripping teeth. Whatever form the illusion takes, minutes for these changes to complete.
the target can't see or hear anything beyond it At the end of every 10 minutes you spend
concentrating on the spell, you can choose a new area
and is restrained for the spell's duration. If the of terrain to affect.
target is moved out of the illusion, makes a melee Because the terrain's transformation occurs slowly,
attack through it, or reaches any part of its body creatures in the area can't usually be trapped or
through it, the target takes 10d10 psychic injured by the ground's movement.
damage, and the spell ends. This spell can't manipulate natural stone or stone
construction. Rocks and structures shift to
accommodate the new terrain. If the way you shape
the terrain would make a structure unstable, it
Sorcerer (XGE) 6th level Illusion Sorcerer 6th level Transmutation Sorcerer 6th level Transmutation
Sorcerer (XGE) 6th level Conjuration Sorcerer 6th level Evocation Sorcerer 6th level Divination
CROWN OF STARS DELAYED BLAST FIREBALL [1/2] DELAYED BLAST FIREBALL [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 150 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
Seven star-like motes of light appear and orbit
your head until the spell ends. You can use a a tine ball of bat guano and sulfur a tine ball of bat guano and sulfur
bonus action to send one of the motes streaking
toward one creature or object within 120 feet of A beam of yellow light ashes from your pointing explodes.
nger, then condenses to linger at a chosen point The re damages objects in the area and ignites
you. When you do so, make a ranged spell attack. within range as a glowing bead for the duration. When
On a hit, the target takes 4d12 radiant damage. ammable objects that aren't being worn or
the spell ends, either because your concentration is carried.
Whether you hit or miss, the mote is expended. broken or because you decide to end it, the bead
The spell ends early if you expend the last mote. blossoms with a low roar into an explosion of ame At Higher Levels: When you cast this spell
If you have four or more motes remaining, they that spreads around corners. Each creature in a 20- using a spell slot of 8th level or higher, the base
shed bright light in a 30-foot radius and dim light foot-radius sphere centered on that point must make damage increases by 1d6 for each slot level
for an additional 30 feet. If you have one to three a Dexterity saving throw. A creature takes re damage above 7th.
motes remaining, they shed dim light in a 30-foot equal to the total accumulated damage on a failed
save, or half as much damage on a successful one.
radius. The spell's base damage is 12d6. If at the end of your
At Higher Levels: When you cast this spell turn the bead has not yet detonated, the damage
using a spell slot of 8th level or higher, the increases by 1d6.
number of motes created increases by two for If the glowing bead is touched before the interval has
each slot level above 7th. expired, the creature touching it must make a
Dexterity saving throw. On a failed save, the spell ends
immediately, causing the bead to erupt in ame. On a
successful save, the creature can throw the bead up to
40 feet. When it strikes a creature or a solid object,
the spell ends, and the bead
Sorcerer (XGE) 7th level Evocation Sorcerer 7th level Evocation Sorcerer 7th level Evocation
6 6 6
6 6 6
6 6 6
6 6 6
7 7 7
7 7 7
ETHEREALNESS [1/2] ETHEREALNESS [2/2] FINGER OF DEATH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Up to 8 hours V, S Up to 8 hours V, S Instantaneous
You step into the border regions of the Ethereal Plane, moved. You send negative energy coursing through a
in the area where it overlaps with your current plane. This spell has no effect if you cast it while you are creature that you can see within range, causing it
You remain in the Border Ethereal for the duration or on the Ethereal Plane or a plane that doesn't searing pain. The target must make a
until you use your action to dismiss the spell. During border it, such as one of the Outer Planes. Constitution saving throw. It takes 7d8+30
this time, you can move in any direction. If you move
up or down, every foot of movement costs an extra At Higher Levels: When you cast this spell necrotic damage on a failed save, or half as much
foot. You can see and hear the plane you originated using a spell slot of 8th level or higher, you can damage on a successful one.
from, but everything there looks gray, and you can't target up to three willing creatures (including A humanoid killed by this spell rises at the start
see anything more than 60 feet away. you) for each slot level above 7th. The creatures of your next turn as a zombie that is permanently
While on the Ethereal Plane, you can only affect and must be within 10 feet of you when you cast the under your command, following your verbal
be affected by other creatures on that plane. spell. orders to the best of its ability.
Creatures that aren't on the Ethereal Plane can't
perceive you and can't interact with you, unless a
special ability or magic has given them the ability to do
so.
You ignore all objects and effects that aren't on the
Ethereal Plane, allowing you to move through objects
you perceive on the plaen you originated from.
When the spell ends, you immediately return to the
plane you originated from in the spot you currently
occupy. If you occupy the same spot as a solid object
or creature when this happens, you are immediately
shunted to the nearest unoccupied space that you can
occupy and take force damage equal to twice the
number of feet you are
Sorcerer 7th level Transmutation Sorcerer 7th level Transmutation Sorcerer 7th level Necromancy
Sorcerer 7th level Evocation Sorcerer 7th level Conjuration Sorcerer 7th level Conjuration
Sorcerer (XGE) 7th level Enchantment Sorcerer 7th level Evocation Sorcerer 7th level Evocation
7 7 7
7 7 7
7 7 7
7 7 7
7 7 7
7 7 7
REVERSE GRAVITY TELEPORT [1/3] TELEPORT [2/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 100 feet 1 action 10 feet 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V Instantaneous
minute
This spell instantly transports you and up to eight destination within the last six months, such as a book
a lodestone and iron lings willing creatures of your choice that you can see from a wizard's library, bed linen from a royal suite, or
within range, or a single object that you can see within a chunk of marble from a Lich's secret tomb.
This spell reverses gravity in a 50-foot-radius, range, to a destination you select. If you target an Very Familiar is a place you have been very often, a
100-foot high cylinder centered on a point object, it must be able to t entirely inside a 10-foot place you have carefully studied, or a place you can
within range. All creatures and objects that cube, and it can't be held or carried by an unwilling see when you cast the spell. Seen Casually is some
aren't somehow anchored to the ground in the creature. The destination you choose must be known place you have seen more than once but with which
to you, and it must be on the same plane of existence you aren't very familiar. Viewed Once is a place you
area fall upward and reach the top of the area as you. Your familiarity with the destination have seen once, possibly using magic. Description is a
when you cast this spell. A creature can make a determines whether you arrive there successfully. The place whose location and appearance you know
Dexterity saving throw to grab onto a xed DM rolls d100 and consults the table. through someone else's description, perhaps from a
object it can reach, thus avoiding the fall. Familiarity-Mishap-Similar Area-Off Target-On Target map.
If some solid object (such as a ceiling) is Perm. Circle - xxxx - xxxxxxxxxx - xxxxxxxx - 01-100 False Destination is a place that doesn't exist. Perhaps
encountered in this fall, falling objects and Assoc. Object - xxxx - xxxxxxxxx - xxxxxxxx - 01-100 you tried to scry an enemy's sanctum but instead
creatures strike it just as they would during a Very Familiar - 01-05 - 06-13. - - - 14-24. - - - 25-100 viewed an illusion, or you are attempting to teleport to
normal downward fall. If an object or creature Seen Casually- 01-33 - 34-43. - - - 44-53. - - - 54-100 a familiar location that no longer exists.
Viewed Once - 01-43 - 44-53. - - - 54-73. - - - 74-100 On Target: You and your group (or the target object)
reaches the top of the area without striking Description. - - 01-43 - 44-53. - - - 54-73. - - - 74-100 appear where you want to go.
anything, it remains there, oscillating slightly, for False Dest. - - - 01-50 - 51-100. - - xxxxxxxx - xxxxxx Off Target: You and your group (or the target object)
the duration. Familiarity: Permanent Circle means a permanent appear a random distance away from the destination
At the end of the duration, affected objects and teleportation circle whose sigil sequence you know. in a random direction. Distance off target is 1d10 x
creatures fall back down. Associated Object means that you possess an object 1d10 percent of the distance that was to be travelled.
taken from the desired For example, if you tried to travel 120 miles, landed off
target, and rolled a 5 and 3 on the two d10s, then you
would be off
Sorcerer 7th level Transmutation Sorcerer 7th level Conjuration Sorcerer 7th level Conjuration
Sorcerer 7th level Conjuration Sorcerer (XGE) 7th level Evocation Sorcerer (XGE) 7th level Evocation
Sorcerer (XGE) 8th level Necromancy Sorcerer 8th level Enchantment Sorcerer 8th level Enchantment
7 7 7
7 7 7
7 7 7
7 7 7
8 8 8
8 8 8
EARTHQUAKE [1/3] EARTHQUAKE [2/3] EARTHQUAKE [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 500 feet 1 action 500 feet 1 action 500 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
a pinch of dirt, a piece of rock, and a lump of clay a pinch of dirt, a piece of rock, and a lump of clay a pinch of dirt, a piece of rock, and a lump of clay
You create a seismic disturbance at a point on the edge of the spell's area to the opposite side. A fall prone or become buried.
ground that you can see within range. For the creature standing on a spot where a ssure opens
duration, an intense tremor rips through the ground in must succeed on a Dexterity saving throw or fall in. A
a 100-foot- radius circle centered on that point and creature that successfully saves moves with the
shakes creatures and structures in contact with the ssure's edge as it opens.
ground in that area. A ssure that opens beneath a structure causes it to
The ground in the area becomes dif cult terrain. Each automatically collapse (see below).
creature on the ground that is concentrating must Structures: The tremor deals 50 bludgeoning
make a Constitution saving throw. On a failed save, damage to any structure in contact with the ground in
the creature's concentration is broken. the area when you cast the spell and at the start of
When you cast this spell and at the end of each turn each of your turns until the spell ends. If a structure
you spend concentrating on it, each creature on the drops to 0 hit points, it collapses and potentially
ground in the area must make a Dexterity saving damages nearby creatures. A creature within half the
throw. On a failed save, the creature is knocked prone. distance of a structure's height must make a Dexterity
This spell can have additional effects depending on the saving throw. On a failed save, the creature takes 5d6
terrain in the area, as determined by the DM. bludgeoning damage, is knocked prone, and is buried
Fissures: Fissures open throughout the spell's area in the rubble, requiring a DC 20 Strength (Athletics)
at the start of your next turn after you cast the spell. A check as an action to escape. The DM can adjust the
total of 1d6 such ssures open in locations chosen by DC higher or lower, depending on the nature of the
the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and rubble. On a successful save, the creature takes half as
extends from one much damage and doesn't
Sorcerer 8th level Evocation Sorcerer 8th level Evocation Sorcerer 8th level Evocation
Sorcerer 8th level Conjuration Sorcerer 8th level Enchantment Sorcerer 8th level Evocation
Sorcerer 9th level Conjuration Sorcerer 9th level Conjuration Sorcerer (XGE) 9th level Transmutation
8 8 8
8 8 8
8 8 8
8 8 8
9 9 9
9 9 9
MASS POLYMORPH [2/2] METEOR SWARM POWER WORD KILL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 1 mile 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V Instantaneous
hour
Blazing orbs of re plummet to the ground at You utter a word of power that can compel one
a caterpillar cocoon four different points you can see within range. creature you can see within range to die
Each creature in a 40-foot-radius sphere instantly. If the creature you chose has 100 hit
temporary hit points and reverts to its normal centered on each point you choose must make a points or fewer, it dies. Otherwise, the spell has
form. Dexterity saving throw. The sphere spreads no effect.
The creature is limited in the actions it can around corners. A creature takes 20d6 re
perform by the nature of its new form. It can't damage and 20d6 bludgeoning damage on a
speak, cast spells, or do anything else that failed save, or half as much damage on a
requires hands or speech. successful one. A creature in the area of more
The target's gear melds into the new form. The than one ery burst is affected only once.
target can't activate, use, wield, or otherwise The spell damages objects in the area and ignites
bene t from any of its equipment. ammable objects that aren't being worn or
carried.
Sorcerer (XGE) 9th level Transmutation Sorcerer 9th level Evocation Sorcerer 9th level Enchantment
Sorcerer (XGE) 9th level Enchantment Sorcerer 9th level Transmutation Sorcerer 9th level Conjuration
9 9 9
9 9 9
9 9 9
9 9
9 9