1st Level Sorcerer Spells in The Cleansed Realm | World Anvil
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1st Level Sorcerer Spells

Absorb Elements

 
LEVEL
1st
CASTING TIME
1 Reaction *
RANGE/AREA
Self
COMPONENTS
S
DURATION
1 Round
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Acid
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, and the spell ends.   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.   * which you take when you take acid, cold, fire, lightning, or thunder damage    

Burning Hands

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self (15 ft.)
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Fire
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being word or carried.   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.    

Catapult

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft.
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Bludgeoning
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 against 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. When the object strikes something, the object and what it strikes 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.    

Chaos Bolt

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
120 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Acid
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
d8 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, 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, and make a new damage roll, which could cause the chaotic energy to leap again.   A creature can be targeted only one 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.    

Charm Person

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Charmed
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw. it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.    

Chromatic Orb

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
90 ft.
COMPONENTS
V, S, M*
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Acid
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lighting, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.   *(a diamond worth at least 50 gp)    

Color Spray

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self (15 ft. cone)
COMPONENTS
V, S, M*
DURATION
1 Round
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Blinded
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).   Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.   *(a pinch of powder or sand that is colored red, yellow, and blue)    

Comprehend Languages (R)

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S, M*
DURATION
1 Hour
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Social
For the duration, you understand the literal meaning of any spoken languages that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text of a glyph, such as arcane sigil, that isn't part of a written language.   *(a pinch of soot and salt)    

Detect Magic (C) (R)

 
LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
Self (30 ft. circle)
COMPONENTS
V, S
DURATION
(C) 10 Minutes
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.    

Disguise Self

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Shapechanging
You make yourself-including your clothing, armor, weapons, and other belongings on your person-look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to 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.    

Earth Tremor

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
10 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Bludgeoning
You case 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, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.   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.    

Expeditious Retreat (C)

 
LEVEL
1st
CASTING TIME
1 Bonus Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
(C) 10 Minutes
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Movement
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.    

False Life

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S, M*
DURATION
1 Hour
SCHOOL
Necromancy
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.   *(a small amount of alcohol or distilled spirits)    

Feather Fall

 
LEVEL
1st
CASTING TIME
1 Reaction*
RANGE/AREA
60 ft.
COMPONENTS
V, M**
DURATION
1 Minute
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Exploration
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.   *which you take when you or a creature within 60 feet of you falls **(a small feather or piece of down)    

Fog Cloud (C)

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
120 ft. (20 ft. circle)
COMPONENTS
V, S
DURATION
(C) 1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.    

Ice Knife

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft. (5 ft. circle)
COMPONENTS
S, M*
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Piercing
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.   *(a drop of water or a piece of ice)    

Jump

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M*
DURATION
1 Minute
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Movement
You touch a creature. The creature's jump distance is tripled until the spell ends.   *(a grasshopper's hind leg)    

Mage Armor

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M*
DURATION
8 Hours
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.   *(a piece of cured leather)    

Magic Missile

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
120 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Force
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creature one more dart of each slot level above 1st.    

Ray of Sickness

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Necromancy
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Poison
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.   At Higher Levels. When you cast this spell using spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.    

Shield

 
LEVEL
1st
CASTING TIME
1 Reaction*
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
1 Round
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Warding
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.   *which you take when you are hit by an attack or target by the magic missile spell    

Silent Image (C)

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft. (15 ft. cube)
COMPONENTS
V, S, M*
DURATION
(C) 10 Minutes
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.   You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.   *(a bit of fleece)    

Sleep

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
90 ft. (20 ft. circle)
COMPONENTS
V, S, M*
DURATION
1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
None
DAMAGE/EFFECT
Unconscious
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the create that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being charmed aren't affected by this spell.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.   *(a pinch of fine sand, rose petals, or a cricket)    

Tasha's Caustic Brew (C)

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self (30 ft. line)
COMPONENTS
V, S, M*
DURATION
(C) 1 Minute
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Acid
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d5 acid damage at start of each of its turns.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.    

Thunderwave

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self (15 ft. cube)
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Thunder
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.    

Witch Bolt (C)

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S, M*
DURATION
(C) 1 Minute
SCHOOL
Evocation
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Lightning
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you can target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.   *(a twig from a tree that has been struck by lightning)

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