Sun Elf Sorcerer Spell List

Sun Elf Sorcerer Cantrips

Chance of Madness

Chance of Madness

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Instantaneous

Choose a target within range and roll a d100. If you roll 100, then you can roll on the Short-Term Madness table and apply the effect to your target.

At higher levels:

At 5th level, roll a d20 instead of a d100. Rolling a 20 allows you to roll on the Short-Term Madness table. At 11th level, roll a d10. Rolling a 10 allows you to roll on the Short-Term Madness table. At 17th level, roll a d6. Rolling a 6 allows you to roll on the Short-Term Madness table.

Dancing Lights

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, 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, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Fire Bolt

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous
Attack/Save: ranged spell attack
Damage/Effect: 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, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

At higher levels:

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Firebrand

Firebrand

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Until the end of your next turn
Attack/Save: ranged spell attack
Damage/Effect: fire

You throw a small shining ball of fire at a creature within range that brands it with your mark. Make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage and is branded until the end of your next turn. While it is branded, the target takes an extra 1d4 fire damage every time it takes fire damage. If you cast this spell on a creature that is already branded, its current brand lasts until the end of your next turn, but it does not gain another brand.

At higher levels:

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).

Flame Ring

Flame Ring

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Special
Components: V, M
Materials: a weapon
Duration: 1 round
Attack/Save: melee weapon attack
Damage/Effect: fire

You make a weapon attack that rings the target in flames. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the weapon's melee attack reach, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in rings of flame until the start of your next turn. If the target willingly moves before then, it immediately takes 1d6 fire damage, and the spell ends.

At higher levels:

At 5th level, the damage the target takes for moving increases to 2d6. It increases further at 11th level (3d6) and 17th level (4d6).

Know Direction

Know Direction

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You instantly know the direction of the sun from your current position. The spell may not work in extraplanar settings.

Light

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: tbd
Duration: 1 hour
Attack/Save: Dexterity saving throw

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Minor Illusion

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30ft
Components: S, M
Materials: tbd
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.

Nahal's Reckless Dweomer

Nahal's Reckless Dweomer

0-level (Cantrip) Evocation

Casting Time: 1 bonus action
Range/Area: Special
Components: V, S
Duration: Special

Intentionally create a wild surge, with a slight chance of casting the intended spell.

This spell is the wild mage's ultimate last-resort spell. When cast, the mage attempts a rapid weaving of the pattern which releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. Creating the desired spell effect is highly unlikely, but something almost always occurs in the process.

Before casting the spell, the sorcerer announces the spell effect they are trying to create. The mage must be able to cast the spell, but not have the spell slots for the spell. After announcing the spell, along with the target and any other conditions required by the spell, the wild mage casts Nahal's reckless dweomer. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Wild Surge Results.

If the result indicates success, the mage has shaped the magical energy into the desired effect. If not, then the wild surge is released - The result may be beneficial to the mage (cure wounds on themselves) or it may be completely disastrous (the mage explodes this is the risk the mage takes in casting Nahal's reckless dweomer.

The higher spell slot level the spell being attempted, the more likely the resulting failure. Modify the results by reducing the resulting roll by 5 x the spell slot level used.

 
d100 | Failure/Success | Side Effect

001 | Failure | You explode, dealing (your level)d10 damage to everything within 30ft of you. You immediately drop to 0 hp. Roll your death saves with disadvantage until you are stable again.

002 | Failure | You create an implosion around yourself. It functions like the fireball spell except it also targets you and damage is 4d4 piercing and 4d4 slashing damage.

003 | Failure | You cast

fireball

, centred on you.

004 | Failure | You lose (your level)d4 maximum hit points until you complete a long rest.

005 | Failure | All of your spell splots are instantly spent.

006 | Failure | Half of the total wealth of your party vanishes for 1d4 short moons.

007 | Failure | The target(s) of your desired spell effect lose the ability to cast spells or use magical items. This effect lasts for 1d4 short moons.

008 | Success | Heat metal is cast upon all metal objects in a 30ft radius.

009 | Failure | You cast true polymorph on yourself and turn into a creature of your DMs choosing. You cannot break concentration on this spell, but it also cannot be made permanent.

010 | Success | If your spell does damage, it will do the minimum amount possible. If your spell has a saving throw, the target automatically succeeds.

011 | Failure | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

012 | Success | All your rolls are doubled until you complete a long rest. However, you may not gain any advantage on the next roll that you make.

013 | Failure | Your spell succeeds, but an antimagic field appears, centred on you, for 1 round, causing your spell to have no effect. This field also dispels all magic that is centred on you, including your own spells.

014 | Failure | You take 2d8 radiant damage and the ally closest to you regains hit points equal to the damage you took.

015 | Failure | If your desired spell has a saving throw, you must make this saving throw instead. If you fail, you become blinded and deafened. You may attempt to make a new saving throw at thr beginning of each of your turns. The effects of this spell end upon a successful saving throw.

016 | Failure | You create a portal between you and your target, causing you to switch places.

017 | Failure | Everyone within 30ft of you suffers from the effects of the inflict wounds spell, as if it was cast with a spell slot of the same level as the spell that you were attempting to cast.

018 | Failure | You are held in place, as if under the effect of the hold person spell.

019 | Failure | You become allergic to magic items until dispel magic or lesser restoration is cast upon you. Everytime you have a magic item on you, you are overcome by fits of sneezes and intense itching. You automatically fail on all Stealth (Dexterity) checks and cannot maintain concentration on spells.

020 | Failure | For the next minute, you must move your maximum walking distance away from your current position each turn. This path must be as straight as possible. If you hit a wall, you take 1d6 bludgeoning damage and stop. Make a DC 10 Dexterity saving throw or fall prone.

021 | Success | Your clothes become itchy. Your initiative is reduced by 4 until either your outfit is changed or the spell is ended by the likes of a dispel magic spell.

022 | Failure | You become encumbered. You can only move half of your total speed for 1 minute.

023 | Failure | You become frightened of your target and must move your next movement to move as far away from your target as physically possible.

024 | Failure | You are enraged. The next time your spell fails or your attack misses during the same encounter, you must take a bonus action to attack the closest target to you.

025 | Failure | No effect.

026 | Failure | You are the target of a charm person spell. If you fail your saving throw, you are charmed by the target of your spell.

027 | Success | A magical flame spreads outwardly from you and returns nature to the area. All vegetation in a 20 foot radius, centred on you, grows exponentially to 10x normal size.

028 | Failure | You smell like a skunk for 1d4 short moons. You gain disadvantage on all Charisma rolls. People with a Constitution score of 12 or less must flee if within 3 feet of you.

029 | Failure | You become mute for the next minute.

030 | Failure | You are overwhelmed by an intense dizziness. You must make a Dexterity saving throw against your own spell save DC on the beginning of each of your turns. If you fail, you fall prone. Whenever you attempt to concentrate on a spell, you must attempt a Wisdom saving throw against your own spell save DC, or lose concentration on the spell. The effects of this spell end upon completion of a short or long rest.

031 | Failure | Instead of words, colourful bubbles come out of your mouth when you try to speak. This effect lasts for 1 round.

032 | Failure | All of your hair falls out. However, it regrows upon completion of a long rest.

033 | Failure | Roll a d20. Your age either increases or decreases by a number of long moons equal to the number rolled. An even number results in an increase, and an uneven number results in a decrease.

034 | Failure | Roll a d10. Your height either increases or decreases by a number of inches equal to the number rolled. An even number results in an increase, and an uneven number results in a decrease.

035 | Failure | A bright light flashes in the air around you. Make a Wisdom saving throw. On a failure, you are blinded for 1d6 turns.

036 | Success | Your spell succeeds, but the target becomes an ally of the DM's choosing.

037 | Success | No side effect.

038 | Success | The target(s) of your spell must make a Constitution saving throw or become petrified.

039 | Success | The spell succeeds, but you suffer the same effect as your target(s).

040 | Failure | You cast detect thoughts on the original target of your attempted spell. If the spell did not have a target, you instead take 1d6 psychic damage.

041 | Failure | For the next minute any flammable object you touch that isn't being worn or carried by a creature catches fire.

042 | Success | You also cast goodberry.

043 | Failure | Grass grows on the ground in a 60 foot radius centred on the target of your intended spell. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.

044 | Failure | A cloud of 600 oversized butterflies fills a 30 foot radius centred on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.

045 | Failure | Heavy rain falls in a 60 foot radius centred on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.

046 | Failure | An animal appears in the unoccupied space nearest the target of your intended spell at the start of each of their rounds. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears.

047 | Failure | A scattering of petals harmlessly fall around you.

048 | Failure | A burst of colourful shimmering light extends from you in a 30 foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

049 | Failure | Hold person is cast on everyone in a 60 foot radius.

050 | Failure | You sound off a magical alarm. This alarm can be heard clearly for 60 feet and heard faintly for another 60 feet.

051 | Success | You are immune to all poisons for 5d4 short moons.

052 | Failure | Leaves grow from the original target of your desired spell. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

053 | Success | Your limbs and any objects you hold become invisible for 1 hour. Your first attack of each round has advantage.

054 | Success | After casting your spell, you become petrified for 1 round.

055 | Success | All doors, windows, chests and anything else with a locking mechanism within 60 feet of you instantly unlock.

056 | Success | The skin of the intended target of the original spell turns bright blue in colour for 1d4 short moons. If you chose a point in space, the creature nearest to that point is affected.

057 | Failure | All members of your party swap places with one another at random.

058 | Failure | Sparkling motes dance about the caster's head until the completion of a long rest.

059 | Failure | You glow with a bright light. Any creatures ending their turn within 5ft of you are blinded until the end of their next turn.

060 | Success | You are overcome with an intense alertness. Gain a +4 bonus to all initiative rolls. This effect lasts for 1 short moon.

061 | Success | You grow an eye in the middle of your forehead. For the next minute you can see as if with true seeing, but you must make all Charisma checks with disadvantage.

062 | Failure | Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category - from Medium to Small, for example. Until the spell ends, you also have disadvantage on Strength checks and Strength saving throws. Your weapons also shrink to match your new size. While these weapons are reduced, your attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

063 | Failure | A Modron chosen and controlled by the DM appears in an unoccupied space.

064 | Failure | Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. Until the spell ends, you also have advantage on Strength checks and Strength saving throws. Your weapons also grow to match your new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage.

065 | Success | 5d20 gold pieces materialise on your person.

066 | Failure | A random item or treasure is created on the original target of the intended spell's person.

067 | Success | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from your finger's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.

068 | Failure | You cast bless on yourself. This spell does not require concentration and therefore lasts for 1 minute.

069 | Success | You cast sanctuary on yourself, without expending a spell slot.

070 | Success | The next creature to die will automatically be brought back to full hit points and lose all status effects/conditions.

071 | Failure | The original target of your intended spell gains the benefits of the mirror image spell.

072 | Failure | You teleport to random place up to 60 feet away from your current position.

073 | Success | The original target of your intended spell is knocked prone. If there is not a target, you are immediately knocked prone.

074 | Success | The original target of your intended spell becomes encumbered for 1 minute. Their movement is cut in half.

075 | Failure | You create a temporary double of the original target of your intended spell. This double will follow and mimic it's original and lasts until the next round. If your inteded spell has no target, you are considered the target.

076 | Failure | You cast sleep, centred on you.

077 | Success | A small black rain cloud forms over the original target of your intended spell for 10 minutes. At the start of each of your turns, a bolt of lightning strikes 2d4 Lightning damage.

078 | Failure | The original target of your inteded spell must make a Wisdom saving throw against your spell save DC. On a failed save, they fall madly in love with you. Affected creatures can make a new save every minute.

079 | Failure | All creatures with 30 feet of you must make a Constitution saving throw against your spell save DC. On a failed save, creatures develop the hiccups for 1 hour.

080 | Failure | Each creature with 30 feet of you takes 1d6 necrotic damage. You regain hit points equal to the sum of necrotic damage dealt.

081 | Success | Everyone within 30 feet of you gains the effects of the cure wounds spell, as if it was cast with a spell slot of a level equal to that of the spell that was cast using Nahal's Reckless Dweomer.

082 | Success | 1d4 local guards emerge from nowhere and fight by your side for up to 5 turns.

083 | Failure | You are transported to the Astral Plane until the end of their next turn, reappearing in the same square or the nearest available one.

084 | Success | Your AC goes up by 4 for 1 minute, and you become immune to the magic missile spell.

085 | Success | Your maximum hit points go up by 2d10 for 1 minute.

086 | Success | All nonmagical plant life within 10 feet of you withers. You may roll a d4 and regain a spell slot of a level equal to the number that you rolled.

087 | Success | Your maximum hit points go up by 1d10 for 1 minute.

088 | Success | You cast true polymorph on yourself and turn into a creature of your choosing. You gain the form’s stats and abilities. You do not need to concentrate on this spell and it does not become permanent. Instead, you keep this form until either you complete a long rest or someone dispels its magic.

089 | Failure | At the end of every round, for 1 minute, you cast polymorph on yourself. You do not get to choose what form you polymorph into, and this form is instead chosen at random.

090 | Failure | A random creature within 60 feet of you becomes poisoned for d4 hours.

091 | Success | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell.

092 | Failure | All magic weapons within 60 feet of you disappear for 1d4 rounds.

093 | Success | You regain a number of spell slots of a summated level equal to your sorcerer level.

094 | Success | All allies in 20 foot radius of you are under the effect of a haste spell for 1 minute.

095 | Success | If you die within the next minute, you immediately come back to life as if by reincarnate spell.

096 | Failure | All creatures within 60 feet of you are under the effects fo an alter self spell and appear as the caster.

097 | Failure | Stacks of books appear in a 30 foot radius, centred on the original target of the intended spell (or you if your spell had no target). They open and begin to read themselves out loud, and loudly. Verbal communication impossible and any creature within hearing range of the books is treated as if deafened. The area is considered difficult terrain. This effect lasts 1 minute, at the end of which a book remains, offering to provide this service again for a monthly payment of 2 silver pieces.

098 | Success | If your spell does damage, it will do the minimum amount possible. If your spell has a saving throw, the target automatically succeeds.

099 | Success | You feel rejuvinated. You gain the benefits of a long rest.

100 | Success | You may choose one of the following effects: The target of your spell automatically fails any saving throws; The effectiveness (range, duration, area of effect, damage, etc.) of your spell is doubled; If your spell requires concentration, then concentration is no longer required, and the spell automatically lasts for the maximum possible duration.

101 | Success | No effect.

102 | Success | Time is stopped for a brief period of time. This allows the caster to perform 4 nonmagical actions. After your last action, you collapse and fall prone. You must spend 2 turns resting before you can recover enough energy to pick yourself up.

103 | Success | If your spell has a saving throw, the target automatically fails.

104 | Success | If your spell requires concentration, then concentration is no longer required, and the spell automatically lasts for the maximum possible duration.

105 | Success | If your spell does damage, it will do the maximum possible damage. If it does not, the next damage spell you cast does the maxium possible damage instead.

106 | Success | You gain 1 temporary hit point for each point of damage dealt by your spell.

107 | Success | Your spell takes effect again at the beginning of each round for a number of turns equal to the spell's slot level. The spell effect is created in the same area or against the same targets as in the original cast of it.

108 | Success | A charged item on, or within 30 foot of, your person regains 1d4 charges. If no charged item exists within range, a random mundane item becomes magical.

109 | Success | The effectiveness (range, duration, area of effect, damage, etc.) of your spell is doubled.

110 | Success | If your spell requires concentration, then concentration is no longer required, and the spell automatically lasts for the maximum possible duration.

111+ | Success | The effectiveness (range, duration, area of effect, damage, etc.) of your spell is doubled.

At higher levels:

When you cast this spell using a spell slot of 1st level or higher to generate a wild surge, you may add 5 x the spell slot level used to the wild surge result.

Produce Flame

Produce Flame

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes
Attack/Save: ranged spell attack
Damage/Effect: fire

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10 foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

At higher levels:

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

Unholy Flame

Unholy Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: necrotic

Flame-like malevolence descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 necrotic damage. The target gains no benefit from cover for this saving throw.

At higher levels:

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Withstand Heat

Withstand Heat

0-level (Cantrip) Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 8 hours

You can target up to 6 willing creatures. A creature protected by withstand heat suffers no harm from being in a hot environment. It automatically succeeds on all saving throws made to resist the effects of Extreme Heat weather conditions. The creature’s equipment is likewise protected.

 

1st Level Sun Elf Sorcerer Spells

Burning Hands

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15ft cone)
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity saving throw
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 worn 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.
Charm Person

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: 1 hour
Attack/Save: Wisdom saving throw
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.

Detect Magic

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 10 minutes

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.

Detect Poison and Disease

Detect Poison and Disease

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

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.

Dissonant Whispers

Dissonant Whispers

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V
Duration: Instantaneous
Attack/Save: Wisdom saving throw
Damage/Effect: psychic

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

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.

Fire Whip

Fire Whip

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: melee spell attack
Damage/Effect: fire

You create a magical whip of fire that can be used to lash out at your foes. Make a melee spell attack against a creature within 20 feet of you. On a hit, the target takes 2d4 fire damage. Until the spell ends, you can make the attack again on each of your turns as an action.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the spell will do an additional 1d4 fire damage on a hit for each slot level above 1st.

Inflict Wounds

Inflict Wounds

1-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Attack/Save: melee spell attack
Damage/Effect: necrotic

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Lesser Confusion

Lesser Confusion

1-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: 1 round
Attack/Save: Wisdom saving throw

This spell assaults and twists a creature's mind, spawning delusions and provoking uncontrolled action. One creature of your choice within range must succeed on a Wisdom saving throw when you cast this spell or be affected by this spell.

An affected target can't take reactions and must roll a d10 at the start of its turn to determine its behaviour for that turn.

 
d10Behaviour
1The creature uses all its movement to move in a random direction, as determined by a d8 roll, with 1 being north, 2 being northeast, continuing clockwise around the compass, with 8 being northwest. The creature doesn't take an action this turn.
2–6The creature doesn't move or take actions this turn, and only babbles incoherently.
7–8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10The creature can act and move normally.
Nilin's Bolt

Nilin's Bolt

1-level Enchantment

Casting Time: 1 action
Range/Area: 120ft
Components: S
Duration: 1 round
Attack/Save: ranged spell attack
Damage/Effect: psychic

You launch a bolt of energy towards a creature, temporarily remixing it's memories, confusing it.

Make a spell attack roll against an enemy within range. On a hit, they take 2d8 psychic damage, and have disadvantage on saving throws until the start of your next turn.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per level above 1st.

Searing Smite

Searing Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: melee weapon attack, Constitution saving throw
Damage/Effect: fire

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Silent Image

Silent Image

1-level Illusion

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

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.

Sleep

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: 1 minute

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 creature 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.

Spook

Spook

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: 1 round
Attack/Save: Wisdom saving throw
Damage/Effect: psychic

You play upon the natural fears of a creature you can see within range, causing it to momentarily perceive you as something inimical. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and become frightened of you until the end of its next turn. While frightened of you in this way, it must move at least 5 feet away from you on its turn if it is able. A creature that succeeds on the saving throw becomes immune to the effect of this spell for the next 24 hours.

At higher levels:

This spell's damage increases by 1d4 when you reach certain levels: 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Toxic Cloud

Toxic Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: Self (10ft radius)
Components: S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: poison, stunned

You create a cloud of poisonous smoke that lasts for the duration. A creature that ends its turn completely within the cloud must succeed on a Constitution saving throw or take 1d10 poison damage and become stunned until the start of its next turn.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses the cloud after 1 round.

At higher levels:

When you cast this spell using a spell slot of 2 or higher, the damage increases by 1d10 for each slot level above 1st.

Wrathful Smite

Wrathful Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: melee weapon attack, Wisdom saving throw
Damage/Effect: psychic, frightened

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

 

2nd Level Sun Elf Sorcerer Spells

Blindness/Deafness

Blindness/Deafness

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft
Components: V
Duration: 1 minute
Attack/Save: Constitution saving throw

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Blood Boiling

Blood Boiling

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 1 minute
Damage/Effect: necrotic

Boil the blood in the veins of a creature you can see in range. The target takes 1d6 necrotic damage. For the duration, at the beginning of each of its turns the target must make a Constitution saving throw. On a failed save, the target takes 1d4 necrotic damage and is paralysed until the start of its next turn. On a successful save, the effect ends on the target.

This spell has no effect on creatures without blood or blood flow such as constructs, oozes, or undead.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage that occurs after a failed save increases by 1d4 for each slot level above 2nd.

Blur

Blur

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Continual Flame

Continual Flame

2-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Flame Blade

Flame Blade

2-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Attack/Save: melee spell attack
Damage/Effect: fire

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10 foot radius and dim light for an additional 10 feet.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Flame Spiral

Flame Spiral

2-level Evocation

Casting Time: 1 action
Range/Area: 10ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw
Damage/Effect: fire

A helix of fire surrounds you, whipping nearby foes. Every creature of your choice in range must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

For the duration, if a creature starts its turn within 10 feet of you, you can use your reaction to force it to make another Dexterity saving throw. A target that fails this save takes 2d6 fire damage on a failed save, or half as much on a successful one.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the initial fire damage increases by 1d6 for each slot level above 2nd.

Flame Swathe

Flame Swathe

2-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: 1 round
Attack/Save: Dexterity saving throw
Damage/Effect: fire

When cast, a small burst of fire appears at a point you choose within range that swirls around whilst priming itself for detonation. A 10-foot sphere blast radius around the point is visually indicated with a harmless ephemeral aura. At the beginning of your next turn, the fire momentarily vanishes before blossoming into a 10 foot radius explosion of flames, inflicting fire damage equal to 4d12 + your spellcasting modifier to every creature caught in the blast that fails a Dexterity saving throw, or half as much damage on a successful one. Both the aura and the fire spread around corners. The fire ignites flammable objects in the area that aren't being worn or carried.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12. When you use a spell slot of 7th level or higher, the damage instead increases by 2d12.

Flaming Sphere

Flaming Sphere

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw
Damage/Effect: fire

A 5 foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20 foot radius and dim light for an additional 20 feet.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Heat Metal

Heat Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armour, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.

Hold Person

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: paralyzed

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralysed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Invisibility

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Levitate

Levitate

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Attack/Save: Constitution saving throw

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the 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 floats gently to the ground if it is still aloft.

Mirror Image

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Phantasmal Force

Phantasmal Force

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Intelligence saving throw

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10 foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Quicksand

Quicksand

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: 1 minute
Attack/Save: Strength saving throw
Damage/Effect: restrained

You point at a 10 foot square patch of rock, dirt or sand centred on a point within range. The area becomes quicksand for the duration. Quicksand is difficult terrain. When the quicksand appears, each creature standing in its area must succeed on a Strength saving throw or become restrained. A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or become restrained.

Creatures restrained by the quicksand can use its action to make a Strength check against your spell save DC. On a success, it frees itself. On a failure, it sinks further into the quicksand and has disadvantage on subsequent Strength checks made to escape it, until it escapes.

Scorching Ray

Scorching Ray

2-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous
Attack/Save: ranged spell attack
Damage/Effect: fire

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Silence

Silence

2-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centred on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Suggestion

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, M
Materials: tbd
Duration: 24 hours
Attack/Save: Wisdom saving throw

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.

If you or any of your companions damage the target, the spell ends.

Sun Strike

Sun Strike

2-level Evocation

Casting Time: 1 action
Range/Area: 5ft
Components: V, M
Materials: a melee weapon
Duration: Instantaneous
Attack/Save: melee spell attack, Constitution saving throw
Damage/Effect: radiant, blinded

As part of the action used to cast this spell, you must make a melee weapon attack within this spell's range, otherwise the spell fails. If you hit, your weapon flares up with the light of the sun, empowering your attack. In addition to the attack's normal effects, a hit target takes 4d6 radiant damage.

A hit target must also succeed on a Constitution saving throw, or be blinded until the start of your next turn. Creatures with sensitivity to light or sunlight, or vulnerability to radiant damage, have disadvantage on this saving throw.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.

Tile of Fire

Tile of Fire

2-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: 1 minute
Attack/Save: Dexterity saving throw
Damage/Effect: fire

One 5 foot square you can see within range is lit on fire by magical means. Any creature that moves into the area for the first time on a turn or starts its turn there must make a Dexterity saving throw or take 2d6 fire damage.

For the duration of this spell, you use a bonus action to dismiss and recreate the magical fire up to 20 feet away from its previous location.

At higher levels:

When you cast this spell using a 3rd level spell slot or higher, you can enhance it in several ways. For each slot level above 1st, pick one of the following. You may pick an option multiple times.

 
  • Additional Tile. You create an additional 5-foot square of fire within range, which behaves identically to the first. When you use your bonus action to dismiss and recreate fire with this spell, you can dismiss any number of squares evoke with this spell.
  • Additional Damage. All fire created by this spell deals an additional 1d6 fire damage.
 

3rd Level Sun Elf Sorcerer Spells

Daylight

Daylight

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: 1 hour

A 60 foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Dome of Light

Dome of Light

3-level Abjuration

Casting Time: 1 action
Range/Area: Self (10ft radius)
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: radiant

You conjure a dome of light that surrounds you in a protective radiant barrier.

You summon an orb of light that expands to a 10 foot radius around you and remains for the duration. You and each creature you choose gains a +2 bonus to AC against spell attacks and to saving throws against spells while inside the dome. Each creature you choose that enters or starts their turn in the dome must make a Constitution saving throw equal to the casters spell DC. The creatures take 4d8 radiant damage on a failed save and half that on a successful one.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d8 for every spell slot above 3rd.

Fear

Fear

3-level Illusion

Casting Time: 1 action
Range/Area: Self (30ft cone)
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: frightened

You project a phantasmal image of a creature’s worst fears. Each creature in a 30 foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Fireball

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: fire

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Freidyne

Freidyne

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: radiant

With a somatic gesture, you evoke a spherical blast of white light at a point within range. Each creature in a 20 foot radius sphere centred on that point must make a Constitution saving throw. A target takes 5d6 radiant damage on a failed save, or half as much damage on a successful one. Creatures have disadvantage unless they are a celestial, construct, dragon, or undead.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Glitterdust

Glitterdust

5-level Conjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: blinded

Choose a point within range. A cloud of golden particles covers everyone and everything within a 10 foot radius of that point, blinding creatures. Everyone and everything within the area is covered by the dust, which cannot be removed and continues to sparkle until it fades.

For the duration, any target covered by the dust has disadvantage on Dexterity (Stealth) checks, and gains no benefit from being invisible.

Each target that is a creature must succeed on a Wisdom saving throw or become blinded for the duration. At the end of each of a target's turns, it may repeat its saving throw, ending the blindness on a success.

At higher levels:

The sphere's radius increases by 5 feet for every two levels above 2nd.

Lingering Flame

Lingering Flame

3-level Evocation

Casting Time: 1 action
Range/Area: 30ft (10ft radius)
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw
Damage/Effect: fire

You evoke a fist-sized sized orb of fire in the air at a point within range. When a creature moves within 10 feet of it or begins its turn within that distance, the orb explodes: All creatures within 10 feet of the orb must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a success. The orb's explosion spreads around corners.

If the spell ends or is dispelled before the ball detonates, it instead harmlessly vanishes.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.

Major Image

Major Image

3-level Illusion

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or som e other visible phenomenon that is no larger than a 20 foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other 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 im age 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 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, and its other sensory qualities become faint to the creature.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Mind Pain

Mind Pain

3-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Intelligence saving throw
Damage/Effect: psychic, prone

A bolt hits a creature in range, and great pain takes over the targets mind. The target must make a Intelligence saving throw. On a failed save, it takes 6d6 psychic damage and falls prone. If the target succeeds on its saving throw, it takes half as much damage and isn't knocked prone.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher the target takes an additional 1d6 damage for each slot level above 3rd.

Psyche Drain

Psyche Drain

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: S
Duration: Instantaneous
Attack/Save: melee spell attack, Intelligence saving throw
Damage/Effect: psychic

You attempt to siphon life force from a sentient creature to slightly heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 6d4 psychic damage, and the target of this spell must succeed on an Intelligence saving throw. On a failed save, you regain hit points equal to one-quarter the amount of psychic damage dealt, rounded up.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.

Searing Light

Searing Light

3-level Evocation

Casting Time: 1 action
Range/Area: 100ft
Components: V, S
Duration: Instantaneous
Attack/Save: ranged spell attack, Constitution saving throw
Damage/Effect: radiant, blinded

Project a blast of sunlight or moonlight from your open palm. Make a ranged spell attack against a creature within range, dealing 5d8 radiant damage on a hit. An undead creature takes an additional 2d8 radiant damage.

Creatures hit by this spell must make a Constitution saving throw. On a failed save, it becomes blinded until the end of its next turn. Undead and creatures with 'Sunlight Sensitivity' make this save at disadvantage.

At higher levels:

When you cast this spell using a spell slot of 4th or higher, it deals an additional 1d8 radiant damage for every level above 3rd.

Sending

Sending

3-level Evocation

Casting Time: 1 action
Range/Area: Unlimited
Components: V, S, M
Materials: tbd
Duration: 1 round

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

Slow

Slow

3-level Transmutation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw

You alter time around up to six creatures of your choice in a 40 foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Spirit Guardians

Spirit Guardians

3-level Conjuration

Casting Time: 1 action
Range/Area: Self (15ft radius)
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Attack/Save: Wisdom saving throw

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

 

4th Level Sun Elf Sorcerer Spells

Compulsion

Compulsion

4-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

Confusion

Confusion

4-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centred on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

 
  • 1 - The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
  • 2-6 - The creature doesn’t move or take actions this turn.
  • 7-8 - The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
  • 9-10 - The creature can act and move normally.
 

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Conjure Minor Elementals

Conjure Minor Elementals

4-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft
Components: V, S
Duration: Concentration, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

 
  • One elemental of challenge rating 2 or lower
  • Two elementals of challenge rating 1 or lower
  • Four elementals of challenge rating 1/2 or lower
  • Eight elementals of challenge rating 1/4 or lower
 

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

At higher levels:

When you cast this spell using certain higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th level slot and three times as many with an 8th level slot.

Fire Shield

Fire Shield

4-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 10 minutes
Damage/Effect: fire, cold

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10 foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Freedom of Movement

Freedom of Movement

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 1 hour

You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralysed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

Greater Invisbility

Greater Invisibility

4-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

Hallucinatory Terrain

Hallucinatory Terrain

4-level Illusion

Casting Time: 10 minutes
Range/Area: 300ft
Components: V, S, M
Materials: tbd
Duration: 24 hours

You make natural terrain in a 150 foot cube in range look, sound, and smell like som e other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Phantasmal Killer

Phantasmal Killer

4-level Illusion

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: psychic

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Wall of Fire

Wall of Fire

4-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw
Damage/Effect: fire

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

 

5th Level Sun Elf Sorcerer Spells

Conjure Elemental

Conjure Elemental

5-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the elemental’s statistics.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Contact Other Plane

Contact Other Plane

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: V
Duration: 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

Dominate Person

Dominate Person

5-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: charmed

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, 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 succeeds, the spell ends.

At higher levels:

When you cast this spell using a 6th level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

Dream

Dream

5-level Illusion

Casting Time: 1 minute
Range/Area: Special
Components: V, S, M
Materials: tbd
Duration: 8 hours
Attack/Save: Wisdom saving throw
Damage/Effect: psychic

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a m essenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

Durnash's Flames

Durnash's Flames

5-level Evocation

Casting Time: 1 reaction, which you take when a creature within 60 feet of you that you can see takes damage
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: fire

The creature that took damage is wracked with flames of intensity proportional to its pain. The target must make a Constitution saving throw. It takes fire damage equal to the triggering damage on a failed save, or half as much damage on a successful one.

Geas

Geas

5-level Enchantment

Casting Time: 1 minute
Range/Area: 60ft
Components: V
Duration: 30 days
Attack/Save: Wisdom saving throw
Damage/Effect: charmed

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At higher levels:

When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Lucent Singularity

Lucent Singularity

5-level Evocation

Casting Time: 1 action
Range/Area: 40ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: radiant, blinded

Summon a spinning anomaly of twisted light that detonates. When you cast this spell you fire an orb made up of spinning streaks of light at any space within range. It passes through creatures and objects before reaching the space and then detonates into a brilliant display of blinding radiant light. Any creature within 5ft of the designated space takes 4d10 radiant damage and any creature within 10ft of the flash must make a constitution saving throw or become blinded until the end of your next turn. A creature who cannot see still takes the radiant damage but cannot be blinded. The magic of the spell lingers after it is cast, illuminating the spells range of 10ft from its original target with dim light until the start of your next turn.

Modify Memory

Modify Memory

5-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: charmed

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration spell cast on the target restores the creature’s true memory.

At higher levels:

If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

Rary's Telepathic Bond

Rary's Telepathic Bond

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

Telekinesis

Telekinesis

5-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

 

6th Level Sun Elf Sorcerer Spells

Arcane Gate

Arcane Gate

6-level Conjuration

Casting Time: 1 action
Range/Area: 500ft
Components: V, S
Duration: Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

Astral Projection

Astral Projection

9-level Necromancy

Casting Time: 1 hour
Range/Area: 10ft
Components: V, S, M
Materials: tbd
Duration: Special

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Mass Suggestion

Mass Suggestion

6-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, M
Materials: tbd
Duration: 24 hours
Attack/Save: Wisdom saving throw

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed.

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

At higher levels:

When you cast this spell using a 7th level spell slot, the duration is 10 days. When you use an 8th level spell slot, the duration is 30 days. When you use a 9th level spell slot, the duration is a year and a day.

Mind Kill

Mind Kill

6-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 1 hour
Attack/Save: Intelligence saving throw
Damage/Effect: psychic, incapacitated, confused

This spell scrambles a target's mind. The target must make an Intelligence saving throw, or take 5d12 psychic damage, and become incapacitated for the duration of the spell. Targets also become affected by confusion; re-roll if you get a 6. Up to 10 creatures may be effected at a time. Casting on an 11th target snaps the 1st target back to reality. Undead and constructs are immune to this spell.

Programmed Illusion

Programmed Illusion

6-level Illusion

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Until dispelled

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30 foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

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, and any noise it makes sounds hollow to the creature.

Sunbeam

Sunbeam

6-level Evocation

Casting Time: 1 action
Range/Area: Self (60ft line)
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: radiant, blinded

A beam of brilliant light flashes out from your hand in a 5 foot wide, 60 foot long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This light is sunlight.

True Seeing

True Seeing

6-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 1 hour

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

 

7th Level Sun Elf Sorcerer Spells

Delayed Blast Fireball

Delayed Blast Fireball

7-level Evocation

Casting Time: 1 action
Range/Area: 150ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw
Damage/Effect: fire

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20 foot radius sphere centred on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has 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 flame. 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 explodes.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

At higher levels:

When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

Etherealness

Etherealness

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Up to 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. 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 plane 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 moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

At higher levels:

When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

Fire Storm

Fire Storm

7-level Evocation

Casting Time: 1 action
Range/Area: 150ft
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: fire

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10 foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

Plane Shift

Plane Shift

7-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Charisma saving throw

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Project Image

Project Image

7-level Illusion

Casting Time: 1 action
Range/Area: 500 miles
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 day

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

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, and any noise it makes sounds hollow to the creature.

Reverse Gravity

Reverse Gravity

7-level Transmutation

Casting Time: 1 action
Range/Area: 100ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw

This spell reverses gravity in a 50 foot radius, 100 foot high cylinder centred on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

Teleport

Teleport

7-level Conjuration

Casting Time: 1 action
Range/Area: 10ft
Components: V
Duration: Instantaneous

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10 foot cube, and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

 
Familiarity

“Permanent circle” means a permanent teleportation circle whose sigil sequence you know.

“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.

“Viewed once” is a place you have seen once, possibly using magic.

“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

 
Success

“On target” means you and your group (or the target object) appear where you want to.

“Off target” means you and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. 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 target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

“Similar area” means you and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

“Mishap” means the spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

 
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---------01-100
Associated object---------01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100------
 

8th Level Sun Elf Sorcerer Spells

Boil Blood

Boil Blood

8-level Necromancy

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Constitution saving throw

You point your finger at a creature you can see within range, and its blood begins to boil. The target must succeed on a Constitution saving throw, taking your choice of 8d10 fire or necrotic damage on a failed save. As an action on each of your turns, you can force the target to repeat the saving throw. On a success, it takes no damage this turn. On a failure, it takes the spell's damage again. This spell has no effect on undead or constructs.

Feeblemind

Feeblemind

8-level Enchantment

Casting Time: 1 action
Range/Area: 150ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Instantaneous
Damage/Effect: psychic

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by greater restoration, heal, or wish.

Glibness

Glibness

8-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: 1 hour

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Power Word Stun

Power Word Stun

8-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V
Duration: Instantaneous
Attack/Save: Constitution saving throw

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Spell Shape

Spell Shape

8-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute

This spell gives the wild mage the ability to seize magical energy directed at them and reshape it as they desire.

When you initially cast this spell, there is no tangible effect. If you are the target of a spell or magical item, this spell automatically allows you a saving throw against the spell caster's DC. This saving throw does not become available if the spell is an area effect spell. If the saving throw is failed, the opponent's spell has normal effects.

If the saving throw is successful, the spell shape absorbs the magical energy of the opponent's spell. You can then choose to let the energy dissipate or, using a reaction, cast a spell back at the opposing mage. The return spell must be of an equal or lesser spell level than the original one and must be currently memorized by the sorcerer. The act of returning the spell does not cost you any of your spell slots. Spell energy cannot be saved; if not used immediately, it dissipates.

Sunburst

Sunburst

8-level Evocation

Casting Time: 1 action
Range/Area: 150ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: radiant, blinded

Brilliant sunlight flashes in a 60 foot radius centred on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This spell dispels any darkness in its area that was created by a spell.

Telepathy

Telepathy

8-level Evocation

Casting Time: 1 action
Range/Area: Unlimited
Components: V, S, M
Materials: tbd
Duration: 24 hours

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

 

9th Level Sun Elf Sorcerer Spells

Erase Memory

Erase Memory

9-level Enchantment

Casting Time: 8 hours
Range/Area: Planar
Components: V, S, M
Materials: a ring with two gems set into them (emerald, ruby, or jet)
Duration: Instantaneous

The effects of this spell are determined by the gems set into the ring for the material component.

Emerald. You can eradicate something you remember from your mind and the minds of any number of creatures of your choosing.

Ruby. You can name a sentient being you have met and erase their existence from your mind and the minds of any number of creatures of your choosing.

Jet. You can erase a piece of text from the minds of everyone on your current plane, and erase it from every scroll and book as well. Once you do so, the texts become by-and-large jumbled incohesive messes of words that cannot be understood, except by the most insane of minds.

 

This spell will always affect your memory alongside any otehr targets you choose. Furthermore, when the casting is complete you take psychic damage equal to the number of people you affected, up to one point below your maximum.

Foresight

Foresight

9-level Divination

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 8 hours

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This spell immediately ends if you cast it again before its duration ends.

Hayzenbyrg's Superposition

Hayzenbyrg’s Superposition

9-level Transmutation

Casting Time: 1 action
Range/Area: Special
Components: V, S, M
Materials: a tbd lodestone with your true name carved upon it
Duration: 10 minutes

You call upon the limits of arcane possibility to split yourself into verious probable versions of yourself within a sphere of a radius of 10 feet times 1d6 + your spellcasting ability modifier, centred on you. Within this sphere, you can be in multiple places at once.

Each turn you can choose to create and/or destroy a copy of you within the sphere. You can have up to your spellcasting ability modifier of copies simultaneously. Such copies are not duplicates; they are all simultaneously you. If one copy takes damage, they all take damage. If one copy expends a spell slot or use from a magic item, all copies lose the same slot or charge. The copies all act on your initiative and can make only a move action on the turn they are created. After that, they may act normally. The copies do not share concentration; whilst they are all part of the same being, they are different possibilities, and each possesses its own autonomy.

You can continue to exist within the sphere, even when no copy is in existence, simply remaining as an uncollapsed probability cloud. Whilst in this form, you are immune to all damage and have blindsight within the spell's area. Even when copies are present, you still maintain these benefits – the ‘original’ you still exists in the cloud.

The spell ends when the duration runs out, you are reduced to 0 hit points or one of the copies leaves the area, either by leaving the sphere or entering an area of antimagic, such as that created by the antimagic field spell. When the spell ends, you can choose one of your copies. If the spell ended due to a copy leaving the area, you must choose that copy. All other copies wink out of existence as the probability cloud collapses back into one person.

If the spell ends when you have no copies in existence, you coalesce back into existence next to the lodestone which is the material focus for this spell, and which remains behind when you cast the spell, forming a copy which becomes you. If the lodestone is no longer within the spell’s area, you simply wink out of existence and you cannot be raised by anything less than a wish spell, as even your soul no longer exists.

True Resurrection

True Resurrection

9-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Weird

Weird

9-level Illusion

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: frightened, psychic

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30 foot radius sphere centred on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

Wildfire

Wildfire

9-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: fire

A creature within range burns. While it is burning, at the start of each of its turns, it makes a Constitution saving throw. On a failure, it takes 15d8 fire damage. On a success, it takes half as much damage and the effect ends for that creature.

If a target takes fire damage from this spell, choose one creature you can see within 30 feet of target that is not already burning. The new target begins burning, taking damage and spreading the fire in the same manner as the original target.


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