Tiefling Sorcerer Spell List in The Ground | World Anvil
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Tiefling Sorcerer Spell List

Tiefling Sorcerer Cantrips

Acid Splash

Acid Splash

0-level (Cantrip) Conjuration

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

You hurl a bubble of acid. Choose one creature within range or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

At higher levels:

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

Chill Touch

Chill Touch

0-level (Cantrip) Necromancy

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

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At higher levels:

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

Eldritch Legerdemain

Eldritch Legerdemain

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 20ft
Components: S
Duration: Up to 1 hour

You manifest a minor magical feat summoned from the realm of dreams. You create one of the following magical effects within range:

 
  • You create illusionary writing (static or animated) which can appear on any surface in range, and be no larger than two square feet. The writing can be in any language you know, and can seem to be written in ink, blood, seeping ichor, or glowing letters.
  • You render invisible a single unattended object within range. The object must be no more than eight inches on a side and weigh no more than 1 pound.
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odour.
  • You summon a very minor creature in range, which can be no larger than a mouse. This creature has only 1 hit point, no effective attacks, and no traits or features just it's movement speed. It lasts until you dismiss it or you summon another creature.
  • You create a nonmagical trinket or an illusory image in your hand that persists until the end of your next turn.
  • You instantly light or snuff out a candle, small campfire, torch, or lantern in range with witches' fire; a purple, indigo, or green flame. You can choose it to produce neither smoke nor heat.
 

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. A non-instantaneous effect produced by this spell lasts for up to one hour.

Available for: Tiefling Sorcerers, Wizards
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).

Lightning Field

Lightning Field

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5ft
Components: S
Duration: 1 round
Attack/Save: Dexterity saving throw
Damage/Effect: lightning

A cylindrical aura of electricity sweeps around you for a moment, jolting adjacent foes. Each creature who starts their turn within range, other than you, and each time a creature enters within the range of the spell for the first time on their turn, must succeed on a Dexterity saving throw or take 1d6 lightning damage. A creature can gain advantage against this spell by taking the Disengage action before entering the spell's area.

At higher levels:

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

Poison Spray

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 10ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: poison

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

At higher levels:

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12) and 17th level (4d12).

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).

Shocking Grasp

Shocking Grasp

0-level (Cantrip) Evocation

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

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armour made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

At higher levels:

The 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).

Venomous Spit

Venomous Spit

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 90ft
Components: S
Duration: Instantaneous
Attack/Save: ranged spell attack

You twist your body back then snap forward with a hissing open maw releasing a venomous spit. Make a ranged spell attack against an object or creature within range. On a hit, the target takes either 1d8 poison damage or 1d8 acid damage, as you decide when casting this spell.

At higher levels:

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). When you roll multiple damage dice, you can roll any amount for acid damage and any amount for poison damage, as you decide when casting this spell.

Vicious Mockery

Vicious Mockery

0-level (Cantrip) Enchantment

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

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

At higher levels:

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

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 Tiefling Sorcerer Spells

Armour of Jenova

Armour of Jenova

1-level Abjuration

Casting Time: 1 action
Range/Area: Self (5ft radius)
Components: S, M
Materials: tbd
Duration: 1 minute

You summon a colourful aura of aberrant energy around you that harms creatures close to you. Whenever a creature or plant starts it's turn within 5 feet of you while this spell is active, they take 1d10 force, necrotic, or radiant damage (your choice).

At higher levels:

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

Available for: Tiefling Sorcerers, Wizards
Armour of Othrys

Armour of Othrys

1-level Abjuration

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

The creature you touch glows with an aura that resembles moving spectral magma, creating an ablative shield. The target gains temporary hit points equal to 4 + your spellcasting ability modifier. In addition, if the target is hit with a melee attack whilst it has temporary hit points granted by this spell, the attacker takes 1d6 fire damage if it is within 5 feet.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 1st.

Bane

Bane

1-level Enchantment

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

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

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.

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.
Dark Orb

Dark Orb

1-level Necromancy

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

You create a dark orb in a point of space that you can see within range. It is Large size, with a diameter of ten feet. When you cast this spell, all creatures whose space is occupied by the dark orb must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much on a successful save. As an action on your following turns until this spell ends, you can move the dark orb up to 30 ft, but no more than 120 feet away from you.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the dark orb deals an additional 1d8 necrotic damage for every level above 1st.

Available for: Tiefling Sorcerers, Wizards
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.

Hellish Rebuke

Hellish Rebuke

1-level Evocation

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: fire

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

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.

Hex

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour
Damage/Effect: necrotic

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

At higher levels:

When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

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.

Net of Shadows

Net of Shadows

1-level Illusion

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

You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them. You target up to three creatures that are no more than 30 feet apart when you cast the spell. Each target must make a Wisdom saving throw. On a failure, a target is wrapped in shadows, providing them three quarters cover from all attacks. The shifting magical shadows also inhibit the targets' ability to ascertain their surroundings. The targets can only see 5 feet through the shadows that coat them, and foes within that range have three quarters cover from all attacks made by the targets.

A target can make a Wisdom saving throw at the end of each of its turns to attempt to disbelieve the net, ending the effect on a success.

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.

Ray of Sickness

Ray of Sickness

1-level Necromancy

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: ranged spell attack, Consitution saving throw
Damage/Effect: poison, poisoned

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At higher levels:

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

Available for: Tiefling Sorcerers, Wizards
Shadow Spray

Shadow Spray

1-level Conjuration

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

You cause a multitude of ribbon-like shadows to instantaneously explode outward in a 5 foot radius sphere from a point that you choose, restraining nearby creatures. Each creature within the radius must succeed on a Constitution saving throw, or be restrained until the end of your next turn. The shadows vanish once they are no longer restraining a given creature.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you can increase the radius of the sphere by 5 feet 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).

 

2nd Level Tiefling Sorcerer Spells

Alter Self

Alter Self

2-level Transmutation

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

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, colouration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

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.

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.

Crown of Madness

Crown of Madness

0-level (Cantrip) Enchantment

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

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Available for: Tiefling Sorcerers, Wizards
Darkness

Darkness

2-level Evocation

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

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Fiendish Claws

Fiendish Claws

2-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 1 minute
Attack/Save: melee weapon attack

While your hands are empty, you create ethereal-looking claws on your knuckles that glow a fiery red. Assign your two claws damage types: either fire or force. They can be matching or different damage types (i.e. left is fire and right is force, or left is force and right is force).

The claws are considered light melee weapons and attacks with them are melee weapon attacks. The first attack made on each turn with this spell will take a standard action, while the second attack will take a bonus action. On a hit, the target takes 1d6 + your spellcasting ability modifier of your chosen damage.

At higher levels:

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

Available for: Tiefling Sorcerers
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 Charge

Flame Charge

2-level Evocation

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

Your body is launched forward with magical force, and your weapon is lit with magical flame as you strike all creatures in your path. Upon casting this spell, you move up to 30 feet in a straight line (this does not count as your move for the turn). You can move through the spaces of other creatures, and this movement does not provoke opportunity attacks, but you cannot end this movement in another creature's space.

As part of casting this spell, you can make one melee weapon attack against all creatures whose spaces you move through, as well as one creature within 5 feet of the space your movement ends if you haven't otherwise attacked that creature. On each hit, your melee weapon inflicts its normal damage plus 1d8 fire damage. Any flammable objects worn or carried by the target are ignited and set on fire in a blast of heat.

At higher levels:

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

Heat Shot

Heat Shot

2-level Conjuration

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

You hurl a molten rock, inflicting damage and melting even the strongest of armour. Make a ranged spell attack against one target in range. On a hit, the target takes 1d8 fire damage. If a hit target is wearing nonmagical metal armor, it becomes damaged and the target suffers -1 AC. The target's armor is rendered useless after it reaches a -5 AC, and is destroyed beyond repair by normal means.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, it deals an additional 1d8 damage and causes affected armour to suffer an additional -1 penalty for each slot 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.

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.

Pulling Shade

Pulling Shade

2-level Conjuration

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

You manifest a whirlpool-like, swirling mass of darkness that ensnares and decays your victims. Choose a point on any level ground within range. For the duration, any creature that begins its turn within 40 feet of this point must succeed on a Strength saving throw or be pulled 20 feet closer to its centre. A flying creature has disadvantage on this saving throw.

Any creature that starts its turn within 20 feet of the point, or enters it on its turn, must make a Constitution saving throw. It takes 3d6 necrotic damage on a failure, or half as much on a success.

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.

Pursuers

Pursuers

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Damage/Effect: necrotic

You summon three orbs of warm darkness that seek enemies. Each orb targets the closest hostile creature that they can see within range, and deals 1d8 + 1 necrotic damage to the target. The orbs all strike simultaneously. This spell has no effect on constructs.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more orb for each slot level above 2nd.

Ray of Enfeeblement

Ray of Enfeeblement

2-level Necromancy

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: ranged spell attack, Constitution saving throw

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Available for: Tiefling Sorcerers, Wizards
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.

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.
Withering Ray

Withering Ray

2-level Necromancy

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

You create three rays of necromantic energy 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 necrotic damage. If this damage reduces an organic target to 0 hit points, it dies instantly and withers into a husk. Inorganic targets such as constructs (except wood or flesh constructs) do not wither but are not immune to this spell's damage.

This spell automatically causes up to a 10 foot cube of nonmagical plants, excluding plant creatures, to wither on a hit.

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.

Available for: Tiefling Sorcerers
 

3rd Level Tiefling Sorcerer Spells

Animate Dead

Animate Dead

3-level Necromancy

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

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Available for: Tiefling Sorcerers, Wizards
Bestow Curse

Bestow Curse

3-level Necromancy

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

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

 
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
 

A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.

At higher levels:

If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Bleeding Strike

Bleeding Strike

3-level Necromancy

Casting Time: 1 reaction, which you take in response to being damaged by a melee weapon attack
Range/Area: 10ft
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: piercing, necrotic

When another creature strikes you with a melee weapon attack, you use your reaction to cast this spell. Your blood lunges towards that creature, and deals 2d6 piercing damage, then latches on. For the duration, the creature must make a Constitution saving throw at the start of each of its turns. On a success, the spell ends. On a failure, the creature takes 2d6 necrotic damage.

At higher levels:

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

Bonesword

Bonesword

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: one bone at least 6 inches long
Duration: 1 action

A bone, held in your free hand, becomes a shortsword, longsword, greatsword, battleaxe, or greataxe. It lasts for the duration and then reverts to a normal bone. If this spell is cast on the same bone within 24 hours, upon the spell's end it will crumble to dust. Anyone may use the sword, and it is a magic weapon. On a hit, it deals an extra 2d6 damage against living creatures and an extra 1d6 damage against good-aligned creatures. The extra damage is of the same type as the weapon's base damage (piercing or slashing).

You may cast this spell on another bone in your other hand (or hands, if it applies) using your bonus action. If using the variant spell points rule, you must use 1 magic point per bone in addition to using your bonus action. All bones will transform back upon the spell's end, and will be destroyed of the spell is used on them again.

At higher levels:

When you cast this spell using a spell slot of 5th or higher, the extra damage inflicted on living creatures increases by 2d6 and damage inflicted on good aligned creatures increases by 1d6 for each two slot levels above 3rd.

Dark Transport

Dark Transport

3-level Necromancy

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

You briefly turn into a flurry of ravens, a dark mist, or similar foreboding phenomena before reappearing somewhere else in range. You teleport up to 60 feet to an unoccupied space you can see, forming a 10 foot wide line behind you. Creatures that you designate in the line must succeed on a Constitution saving throw or take 3d10 necrotic damage.

At higher levels:

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

Hissing Darkness

Hissing Darkness

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: ranged spell attack
Damage/Effect: necrotic

You launch a hissing ribbon of pure darkness from your hand. Make a ranged spell attack against a creature within range. On a hit, the target takes 7d8 necrotic damage.

At higher levels:

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

Hunger of Hadar

Hunger of Hadar

3-level Conjuration

Casting Time: 1 action
Range/Area: 150ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20 foot radius sphere of blackness and bitter cold appears, centred on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

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.

Phantom Steed

Phantom Steed

3-level Illusion

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

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Available for: Tiefling Sorcerers, Wizards
Pit of Flame

Pit of Flame

3-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw
Damage/Effect: bludgeoning, fire

You conjure a 10 foot square pit, 10 feet deep and filled with flames, on ground that you can see within range. Creatures stood on the area of effect must pass a Dexterity saving throw. On a success they can use their reaction to move 5 feet out of the area. If they fail, or are unable to move out of the area, they fall into the pit. Subsequently, creatures shoved or otherwise moved into the area will fall into the pit.

A creature falling into the pit takes 1d6 bludgeoning damage from the fall, and 2d6 fire damage from the flames. A creature starting its turn in the pit takes 2d6 fire damage. Climbing the wall of the pit requires a Strength (Athletics) check of DC equal to your spell save DC.

 
Ritual

When this spell is cast as a ritual, the duration becomes Concentration, up to 1 hour. If an incapacitated or bound creature is placed into a ritual pit of flame, they will hover above the fire without taking damage. Charisma (Intimidation) checks made against this creature have advantage. If the creature subsequently is no longer incapacitated or bound, it can move away from the pit. The ritual pit of flame has no effect on creatures that are resistant or immune to fire damage.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d6 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.

Speak with Dead

Speak with Dead

3-level Necromancy

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

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Available for: Tiefling Sorcerers, Wizards
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.

Vampiric Touch

Vampiric Touch

3-level Necromancy

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

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Water Walk

Water Walk

3-level Transmutation

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

This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

 

4th Level Tiefling Sorcerer Spells

Blight

Blight

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: necrotic

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

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.

Available for: Tiefling Sorcerers, Wizards
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.

Corrosive Aura

Corrosive Aura

4-level Conjuration

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

A corrosive green mist pours off from you in an aura with a 10 foot radius. The area within the aura is lightly obscured. Each creature within the aura when it appears must make a Constitution saving throw. A target takes 4d8 acid damage on a failed save, or half as much damage on a successful one. Any creature that moves within the aura for the first time on a turn or ends its turn there must also make this saving throw at that time.

At higher levels:

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

Evard's Black Tentacles

Evard's Black Tentacles

4-level Conjuration

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

Squirming, ebony tentacles fill a 20 foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Available for: Tiefling Sorcerers, Wizards
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.

Mirage of Despair

Mirage of Despair

4-level Illusion

Casting Time: 1 action
Range/Area: 60ft
Components: V
Duration: 6 hours
Attack/Save: Wisdom saving throw

You affect one target in range that you can see. That target must make a Wisdom saving throw. On a failed save, the creature sees everything around it in the worst possible light. Allies look hateful or even become monsters, a beautiful garden appears dying and covered in rot, a tranquil pool looks covered in slime and filled with dead fish. The target becomes frightened of the most horrific-looking thing for the duration of the spell. If that object is removed from the target's sight for more than ten minutes, the target will become frightened of something else. The target will also become increasingly paranoid during this time. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell also ends early if an affected creature is subjected to the remove curse spell or similar magic.

Available for: Tiefling Sorcerers
Mordenkainen's Faithful Hound

Mordenkainen's Faithful Hound

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 8 hours

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

Available for: Tiefling Sorcerers, Wizards
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 Tiefling Sorcerer Spells

Antilife Shell

Antilife Shell

5-level Abjuration

Casting Time: 1 action
Range/Area: Self (10ft radius)
Components: V, S
Duration: Concentration, up to 1 hour

A shimmering barrier extends out from you in a 10 foot radius and moves with you, remaining centred on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Available for: Tiefling Sorcerers, Wizards
Conjure Skeletons

Conjure Skeletons

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 a group of skeletons. Four skeletons appear in an unoccupied area of your choosing, within range. The skeletons disappear when they drop to 0 hit points or when the spell ends. The skeletons are friendly to you and your companions for the duration. Roll initiative for the skeletons as a group, but take their turns individually. They obey any verbal commands that you issue to them (no action required by you).

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, The number of skeletons increases by two for each slot level above 5th.

Available for: Tiefling Sorcerers, Wizards
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.

Contagion

Contagion

5-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 7 days
Attack/Save: melee spell attack, Constitution saving throw

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

 

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Available for: Tiefling Sorcerers
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.

Mislead

Mislead

5-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: S
Duration: Concentration, up to 1 hour

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns 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.

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).

Passwall

Passwall

5-level Transmutation

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

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Planar Binding

Planar Binding

5-level Conjuration

Casting Time: 1 hour
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Charisma saving throw

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the centre of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At higher levels:

When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th level slot, to 30 days with a 7th level slot, to 180 days with an 8th level slot, and to a year and a day with a 9th level spell slot.

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.

Traitorous Blood

Traitorous Blood

5-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 30 minutes
Attack/Save: Constitution saving throw
Damage/Effect: charmed

You attempt to control the blood of a creature that you can see within range. The target creature must succeed a constitution saving throw or be charmed by you for the duration.

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 Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.

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

At higher levels:

When you cast this spell using a 6th level spell slot, the duration is concentration, up to 1 hour. When you use a 7th level spell slot, the duration is concentration, up to 3 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 9th level or higher, the duration is concentration, up to 12 hours.

Available for: Tiefling Sorcerers
 

6th Level Tiefling Sorcerer Spells

Armour of Flesh

Armour of Flesh

6-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Attack/Save: Wisdom saving throw

You touch an undead creature at least one size category larger than you and merge into its body for the duration. An unwilling creature that succeeds on a Wisdom saving throw is unaffected and can't be targeted again by you for 24 hours. While merged, you assume the game statistics of the target, including its Hit Dice and current hit points, but use your own class features and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the target. You can't use any of the legendary actions or lair actions of the target.

The spell ends if you drop to 0 hit points while merged. When the spell ends, you return to the number of hit points you had before you merged, and you choose to either exit the target and appear in a space within 5 feet or to remain within the target's corpse. While within the target's corpse, you have total cover and are restrained, and can exit as a bonus action.

At higher levels:

When you cast this spell using 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.

Bloodtap

Bloodtap

6-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: S
Duration: Instantaneous

You tap into the latent energy inside every being. You take necrotic damage equal to four times your level. This damage cannot be reduced or negated in any way.

You may cast another spell on the same turn as this spell. Until the end of your turn, any spells cast by you deal maximum damage.

Circle of Death

Circle of Death

6-level Necromancy

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

A sphere of negative energy ripples out in a 60 foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

At higher levels:

When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Create Undead

Create Undead

6-level Necromancy

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

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24 hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

At higher levels:

When you cast this spell using a 7th level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

Available for: Tiefling Sorcerers, Wizards
Eyebite

Eyebite

6-level Necromancy

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

For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

Available for: Tiefling Sorcerers, Wizards
Harm

Harm

6-level Necromancy

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

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

Available for: Tiefling Sorcerers, Wizards
Magic Jar

Magic Jar

6-level Necromancy

Casting Time: 1 minute
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Until dispelled
Attack/Save: Charisma saving throw

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.

Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.

Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends, the container is destroyed.

Available for: Tiefling Sorcerers, Wizards
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.

Planar Ally

Planar Ally

6-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: 60ft
Components: V, S

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

Word of Recall

Word of Recall

6-level Conjuration

Casting Time: 1 action
Range/Area: 5ft
Components: V
Duration: Instantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.

 

7th Level Tiefling Sorcerer Spells

Dark Abyss

Dark Abyss

7-level Conjuration

Casting Time: 1 round
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: 1 minute
Attack/Save: Strength saving throw
Damage/Effect: necrotic, bludgeoning

A pit of eternal darkness from which there is no escape, filled to the brim with the influence of evil.

A hole through time and space is created, and centred on a point you can see and spreading to a radius of 10 feet. Thunder cracks from the dark hole, and strong winds roar, pulling nearby creatures towards it.

Each creature within 60 feet must make a Strength saving throw equal to your spell DC at the start of every round that they are within the range of the vortex.

Creatures within reach of an anchored object may use their reaction to grab onto the object, granting them advantage on the save. On a success, creatures slide 5 feet towards the centre, but are able to move away from the centre of the abyss, treating each movement away as difficult terrain (In case of being grabbed to an anchored object, it does not move). On a failed save, the creature is dragged 15 feet toward the dark hole, cannot move on its turn, and gets sucked into the dark dimension when they are within the boundaries of the hole.

While in the hole, creatures take 7d10 necrotic damage each turn. They can escape the dimension by succeeding the saving throw on their turn. Creatures within the dimension have disadvantage on their saving throws to escape. Creatures within the dimension when the duration is up are ejected into an unoccupied space within 5 feet of the entrance to the abyss (or the nearest unoccupied space if none are left), take 3d6 bludgeoning damage from the sudden return to reality, and are stunned until the end of their next turn.

At higher levels:

When you cast this spell using a spell slot of 8th or higher, increase the distance pulled by 5 feet, and the radius of its influence by 10.

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.

Finger of Death

Finger of Death

7-level Necromancy

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

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Available for: Tiefling Sorcerers, Wizards
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.

Symbol

Symbol

7-level Abjuration

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

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most com m on triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circum stances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those w ho say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60 foot radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.

Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.

Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can't understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its movement, which is erratic.

Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

Wall of Souls

Wall of Souls

7-level Necromancy

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: necrotic, frightened

You create a wall made of undead spirits that scares all those who get too close.

You create a wall, up to 60 feet long, 20 feet tall, and 1 inch thick composed of spectral faces and limbs. These souls produce a loud noise that can be heard from one side only of the wall. Any creature that starts its turn or moves within 30 feet of that side of the wall for the first time on its turn must succeed on a Wisdom saving throw or be frightened until the spell ends. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Any creature that enters the wall must make a Wisdom saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one.

At higher levels:

When you cast this spell using a spell slot of 8th level or higher, increase the damage by 1d8 for each slot level above 7th.

Available for: Tiefling Sorcerers, Wizards
Waves of Exhaustion

Waves of Exhaustion

7-level Necromancy

Casting Time: 1 action
Range/Area: Self (60ft cone)
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: exhaustion

You raise your hands and thrust them forward, violently flinging foul rays of energy from your fingertips. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature suffers one level of exhaustion; on a failure of 5 or more, it gains two levels of exhaustion instead.

Available for: Tiefling Sorcerers
Withering Destruction

Withering Destruction

7-level Necromancy

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

You conjure a bolt of dark energy that leaps at a creature or object within range. The target must make a Constitution saving throw, taking 9d10 necrotic damage on a failed save, or half as much damage on a successful one.

At higher levels:

When you cast this spell using a spell slot of 8th level or higher, increase the damage by 1d10 for each slot level above 7th.

 

8th Level Tiefling 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.

Clone

Clone

8-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: V, S, M
Materials: tbd and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water
Duration: Instantaneous

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.

Available for: Tiefling Sorcerers, Wizards
Demiplane

Demiplane

8-level Conjuration

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

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

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.

Incendiary Cloud

Incendiary Cloud

8-level Conjuration

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

A swirling cloud of smoke shot through with white-hot embers appears in a 20 foot radius sphere centred on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

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 Tiefling Sorcerer Spells

Brand of Undeath

Brand of Undeath

9-level Necromancy

Casting Time: 1 hour
Range/Area: Self (1 mile radius)
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 week

Causes all affected targets to be transformed into the undead should they die while under the spell's effect.

Any living humanoid (aside from a select few of your choice) within a mile of the caster must make a either a Wisdom or Constitution save (whichever is higher) or become branded with dark energies. They will be unaware of this effect, but every night that it is active upon them they will have terrible nightmares and may make a Wisdom (Insight) check to realize they have been cursed.

Someone who dies while under this effect (should their bodies not be cleansed or destroyed) will reanimate 24 hours later (or one hour later, if they were killed via necrotic damage) as a random undead, determined by rolling on the table below. They will be uncontrolled, but non-hostile towards the caster. The caster may take an action to attempt to assume control of any undead created by this effect. The undead they are attempting to control makes a Wisdom saving throw, and on a failed save becomes falls under the caster's control for 24 hours. The caster may also designate any number of other creatures for the undead to be nonhostile towards.

 
d20Type of Undead
01-03Skeleton
04-12Zombie
13-17Ghoul
18-19Ghast
20-20Wight
Available for: Tiefling Sorcerers, Wizards
Eversion

Eversion

9-level Necromancy

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 5 rounds
Attack/Save: Constitution saving throw
Damage/Effect: necrotic

With a single gesture, you turn the enemy inside out. When you cast the spell on a living target, it is forced to make a Constitution saving throw. On a failed save, the target take 6d12 necrotic damage and looses half of its speed. On a successful save it takes half damage and its speed is reduced by 25%.

Each round you maintain concentration on this spell, you force the target to take additional Constitution saving throws:

Round 2. On a failed save, you deal 6d12 necrotic damage to the target, and its speed is reduced to 0. On a successful save it takes half damage and its speed is reduced to 50% of its original total movement speed.

Round 3. On a failed save you deal 6d12 necrotic damage to the target, and give the target a disadvantage on attack rolls. On a successful save the target takes half damage and is not disadvantaged.

Round 4. On a failed save you deal another 6d12 necrotic damage to the target, and give the target disadvantage on ability checks and saving throws. On a successful save the target takes half damage and is disadvantaged only on saving throws.

Round 5. On a failed save you deal 12d12 necrotic damage to the target.

If, when casting this spell or at anytime during its continuation, the target is already under or drops to under 100 hit points, it is turned fully inside out and dies instantly. The only exception to this is if a creature casts wish it's next turn, in which case the creature falls to 0 hit points and must succeed on their death saving throws to avoid death.

If the spell is used against an object, it automatically fails its save and is destroyed. All constructs are immune to this spell.

Available for: Tiefling Sorcerers
Gate

Gate

9-level Conjuration

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

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

Imprisonment

Imprisonment

9-level Abjuration

Casting Time: 1 minute
Range/Area: 30ft
Components: V, S, M
Materials: tbd and a special component that varies according to the version of the spell you choose
Duration: Until dispelled
Attack/Save: Wisdom saving throw

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.

Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small (tbd) orb.

Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.

The special component for this version of the spell is a fine chain of precious metal, such as (tbd).

Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

The special component for this version of the spell is a miniature representation of the prison made from (tbd).

Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect.

The special component for this version of the spell is a a large, transparent gemstone, such as (tbd).

Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of (tbd).

Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A dispel magic spell can end the spell only if it is cast as a 9th level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

Available for: Tiefling Sorcerers, Wizards
Quadon's Intense Pain

Quadon's Intense Pain

9-level Evocation

Casting Time: 1 action
Range/Area: 20ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous

Deal 1d12 damage of each damage type (acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder) to each creature within a sphere, cone, cube, or line with size 20 ft. Each creature dealt damage this way gains 1 level of exhaustion for each of their damage immunities.

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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