Wood Elf Sorcerer Spell List in The Ground | World Anvil
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Wood Elf Sorcerer Spell List

Wood Elf Sorcerer Cantrips

Dancing Lights

Dancing Lights

0-level (Cantrip) Evocation

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

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Distress Spores

Distress Spores

0-level (Cantrip) Evocation

Casting Time: 1 reaction, which you take in response to taking damage
Range/Area: 240ft
Components: V
Duration: Instantaneous

Upon taking damage, you can release distress spores, allowing all plants, beasts, fey, frejkin and wood elves within 240 feet of you to sense your pain.

Available for: Frejkin, Wood Elf Sorcerers
Druidcraft

Druidcraft

0-level (Cantrip) Transmutation

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

Whispering to the spirits of nature, you create one of the following effects within range:

 
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
Available for: Frejkin, Wood Elf Sorcerers
Friends

Friends

0-level (Cantrip) Enchantment

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

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Guidance

Guidance

0-level (Cantrip) Divination

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Mending

Mending

0-level (Cantrip) Transmutation

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

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Message

Message

0-level (Cantrip) Transmutation

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

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Minor Illusion

Minor Illusion

0-level (Cantrip) Illusion

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

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

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

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

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Nahal's Reckless Dweomer

Nahal's Reckless Dweomer

0-level (Cantrip) Evocation

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

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

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

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

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

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

 
d100 | Failure/Success | Side Effect

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

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

003 | Failure | You cast

fireball

, centred on you.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

025 | Failure | No effect.

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

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

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

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

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

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

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

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

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

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

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

037 | Success | No side effect.

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

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

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

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

042 | Success | You also cast goodberry.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

101 | Success | No effect.

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

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

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

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

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

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

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

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

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

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

At higher levels:

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

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).

Shillelagh

Shillelagh

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: V, S, M
Materials: tbd and a club or a quarterstaff
Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

Available for: Frejkin, Wood Elf Sorcerers
Thorn Whip

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: melee spell attack
Damage/Effect: piercing

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

At higher levels:

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

True Strike

True Strike

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30ft
Components: S
Duration: Concentration, up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defences. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

 

1st Level Wood Elf Sorcerer Spells

Alarm

Alarm

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Animal Friendship

Animal Friendship

1-level Enchantment

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

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Cure Wounds

Cure Wounds

1-level Evocation

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

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels:

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

Detect Magic

Detect Magic

1-level Divination

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

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Poison and Disease

Detect Poison and Disease

1-level Divination

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

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

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Disguise Self

Disguise Self

1-level Illusion

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

You make yourself - including your clothing, armour, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Draining Fungus

Draining Fungus

1-level Conjuration

Casting Time: 1 action
Range/Area: 10ft
Components: S, M
Materials: tbd
Duration: 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: poison

Implant spores into a creature within the range of this spell. The target must succeed a Constitution saving throw, or suffer an infection that gradually damages it and heals you. For the duration of this spell, the infected creature suffers 1 poison damage at the beginning of each of its turns.

At the end of this spell's duration, or when the infected creature is reduced to 0 hit points - whichever happens first - you regain a number of hit points equal to the damage inflicted by this spell. When this occurs, you can use your reaction to instead cause another creature that isn't undead or a construct within a range of 30 feet to regain an equal number of hit points instead of you. The target of this healing can choose to make a Wisdom saving throw, negating the effect of this healing if it succeeds.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, its poison damage increases by 1 for every two slot levels above 1st.

Available for: Frejkin, Wood Elf Sorcerers
Ensnaring Strike

Ensnaring Strike

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: Strength saving throw
Damage/Effect: restrained, piercing

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At higher levels:

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

Entangle

Entangle

1-level Conjuration

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

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Feather Fall

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60ft
Components: V, M
Materials: tbd
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Fog Cloud

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centred on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Goodberry

Goodberry

1-level Transmutation

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

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Hail of Thorns

Hail of Thorns

1-level Conjuration

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

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At higher levels:

If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Available for: Frejkin, Wood Elf Sorcerers
Healing Word

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.

Hush

Hush

1-level Illusion

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

You touch a creature and imbue it with silence. For the duration, the target has advantage on Dexterity (Stealth) checks to avoid detection while moving.

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 spell slot level above 1st.

Jump

Jump

1-level Transmutation

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

You touch a creature. The creature's jump distance is tripled until the spell ends.

Purify Food and Drink

Purify Food and Drink

1-level Transmutation

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

All nonmagical food and drink within a 5 foot radius sphere centred on a point of your choice within range is purified and rendered free of poison and disease.

Speak with Animals

Speak with Animals

1-level Divination

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

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favour for you, at the DM’s discretion.

Toxic Cloud

Toxic Cloud

1-level Conjuration

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

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

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

At higher levels:

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

 

2nd Level Wood Elf 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.

Animal Messenger

Animal Messenger

2-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 24 hours

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At higher levels:

If you cast this spell using a spell slot of 3rd level or higher, the Duration of the spell increases by 48 hours for each slot level above 2nd.

Barkskin

Barkskin

2-level Transmutation

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

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armour it is wearing.

Chameleon

Chameleon

2-level Illusion

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

You obscure your appearance by creating the illusion of an object around yourself. The object you choose must be an object you can see or have seen before, and it must be the same size category as you. The phantom object is visually indistinguishable from its real counterpart, and is centred on you wherever you go.

Another creature within 10 feet of you can use its action to make an Intelligence (Investigation) check contested against your spell save DC to see through the illusion; it has disadvantage on this check if it has not seen or heard you moving within the past minute.

If you take damage, or take any actions, bonus actions, or reactions, the phantom object fades into mist and the spell ends.

Available for: Frejkin, Wood Elf Sorcerers
Cordon of Arrows

Cordon of Arrows

2-level Transmutation

Casting Time: 1 action
Range/Area: 5ft
Components: V, S, M
Materials: four or more arrows or bolts
Duration: 8 hours
Attack/Save: Dexterity saving throw
Damage/Effect: piercing

You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Available for: Wizards, Wood Elf Sorcerers
Enhance Ability

Enhance Ability

2-level Transmutation

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

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.

Eagle’s Splendor. The target has advantage on Charisma checks.

Fox’s Cunning. The target has advantage on Intelligence checks.

Owl’s Wisdom. The target has advantage on Wisdom checks.

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.

Available for: Wood Elf Sorcerers
Invisibility

Invisibility

2-level Illusion

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

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

At higher levels:

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

Lesser Restoration

Lesser Restoration

2-level Abjuration

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

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralysed, or poisoned.

Locate Animals or Plants

Locate Animals or Plants

2-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: Instantaneous

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Mirror Image

Mirror Image

2-level Illusion

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

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

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

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

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

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

Misty Step

Misty Step

2-level Conjuration

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

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Pass without Trace

Pass Without Trace

2-level Abjuration

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

A veil of shadows and silence radiates from you, masking you and your com panions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Protection from Poison

Protection from Poison

2-level Abjuration

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

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Quicksand

Quicksand

2-level Transmutation

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

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

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

See Invisibility

See Invisibility

2-level Divination

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

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Spike Growth

Spike Growth

2-level Transmutation

Casting Time: 1 action
Range/Area: 150ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Damage/Effect: piercing

The ground in a 20-foot radius centred on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Tree Shape

Tree Shape

2-level Transmutation

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

For the duration, you assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. All clothing and gear carried or worn changes with you. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You have an AC of 20, but gain no benefit from shields or other effects that increase AC. You automatically fail all Dexterity checks and saving throws, and you have a speed of 0 feet.

When you cease concentration on this spell, you instantly return to your normal form.

Available for: Frejkin, Wood Elf Sorcerers
Warding Bond

Warding Bond

2-level Abjuration

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

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

 

3rd Level Wood Elf Sorcerer Spells

Aura of Vitality

Aura of Vitality

3-level Evocation

Casting Time: 1 action
Range/Area: Self (30ft radius)
Components: V
Duration: Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centred on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Conjure Animals

Conjure Animals

3-level Conjuration

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

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

 
  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower
 

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

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

The DM has the creatures’ statistics.

At higher levels:

When you cast this spell using certain higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th level slot, three times as many with a 7th level slot, and four times as many with a 9th level slot.

Conjure Barrage

Conjure Barrage

3-level Conjuration

Casting Time: 1 action
Range/Area: Self (60ft radius)
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Dexterity saving throw

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60 foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Create Food and Water

Create Food and Water

3-level Conjuration

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

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

Daylight

Daylight

3-level Evocation

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

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

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

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

Freidyne

Freidyne

3-level Evocation

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

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

At higher levels:

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

Glitterdust

Glitterdust

5-level Conjuration

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

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

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

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

At higher levels:

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

Mass Healing Word

Mass Healing Word

3-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V
Duration: Instantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Nondetection

Nondetection

3-level Abjuration

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

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.

Plant Growth

Plant Growth

3-level Transmutation

Casting Time: 1 action or 8 hours
Range/Area: 150ft
Components: V, S
Duration: Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100 foot radius centred on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell’s area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centred on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Quench

Quench

3-level Transmutation

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

You extinguish all fires in a 30 foot cube centred on a point you choose within range. Any nonmagical fire is put out automatically, as are magical flames created by a spell of 3rd level or lower. For each spell of 4th level or higher which is creating flame within this area, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell that created the fire ends.

Fire created by a magical item is also doused, and the item becomes unable to produce fire for 1d4 hours. Artifacts are immune to this effect.

Fire-based creatures in the spell's area, such as fire elementals, must make a Constitution saving throw, taking 8d6 cold damage on a failed save 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 cube's size increases by 5 feet for each slot level above 3rd.

Sending

Sending

3-level Evocation

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

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

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

Speak with Plants

Speak with Plants

3-level Transmutation

Casting Time: 1 action
Range/Area: Self (30ft radius)
Components: V, S
Duration: 10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM ’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature.

Spirit Guardians

Spirit Guardians

3-level Conjuration

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

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

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

At higher levels:

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

 

4th Level Wood Elf Sorcerer Spells

Conjure Minor Elementals

Conjure Minor Elementals

4-level Conjuration

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

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

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

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

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

The DM has the creatures' statistics.

At higher levels:

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

Conjure Woodland Beings

Conjure Woodland Beings

4-level Conjuration

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

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

 
  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower
  • Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower
 

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

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

The DM has the creatures’ statistics.

At higher levels:

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

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.

Death Ward

Death Ward

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 8 hours

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Dominate Beast

Dominate Beast

4-level Enchantment

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

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

While the beast 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 com pletes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At higher levels:

When you cast this spell with a 5th level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

Freedom of Movement

Freedom of Movement

4-level Abjuration

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

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

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

Giant Insect

Giant Insect

4-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 10 minutes

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Grasping Vine

Grasping Vine

4-level Conjuration

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

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Greater Invisibility

Greater Invisibility

4-level Illusion

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

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

Hallucinatory Terrain

Hallucinatory Terrain

4-level Illusion

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

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

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

Locate Creature

Locate Creature

4-level Divination

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

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.

This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Positive Energy Aura

Positive Energy Aura

4-level Abjuration

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

You project an aura of positive energy that makes healing more effective.

For the duration, if a creature within 30 feet of you regains hit points, they gain an additional hit points equal to 1d8 + your spellcasting ability modifier. The regained hit points must have been the result of an instantaneous effect (such as a spell, potion or regeneration; but not a long or short rest).

At higher levels:

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

Reshape Terrain

Reshape Terrain

4-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 150ft
Components: V, S
Duration: Concentration, up to 1 hour

You reshape the terrain to your will. You can alter the terrain of a 50 foot cube centred on a point you can see within range. You can subtract or reshape the present terrain as you choose within the cube, but you can only add material that is present within the cube when you first cast the spell.

The spell takes the entire hour that you spend concentrating on it to change into the shape that you chose when you first cast the spell. If you break concentration part way through, the change halts and the terrain will only be partly shifted depending on how long the spell was concentrated on for. The DM will decide what this looks like.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the area affected by 50ft for each level above 4th.

 

5th Level Wood Elf Sorcerer Spells

Awaken

Awaken

5-level Transmutation

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

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your com panions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Cloudkill

Cloudkill

5-level Conjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 10 minutes
Attack/Save: Constitution saving throw
Damage/Effect: poison

You create a 20 foot radius sphere of poisonous, yellow-green fog centred on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Commune with Nature

Commune with Nature

5-level Divination

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

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

 
  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings
 

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Available for: Frejkin, Wood Elf Sorcerers
Conjure Elemental

Conjure Elemental

5-level Conjuration

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

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

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

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

The DM has the elemental’s statistics.

At higher levels:

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

Conjure Volley

Conjure Volley

5-level Conjuration

Casting Time: 1 action
Range/Area: 150ft
Components: V, S, M
Materials: one piece of ammunition or one thrown weapon
Duration: Instantaneous
Attack/Save: Dexterity saving throw

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40 foot radius. 20 foot high cylinder centred on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

Available for: Wood Elf Sorcerers
Explosive Arrow

Explosive Arrow

5-level Transmutation

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

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 6d6 fire damage. In addition, each creature (excluding the initial target) within a 20ft radius of the target must make a Dexterity saving throw. On a failed save, targets take 3d6 fire damage or half as much on a successful save. The spell's magic ends on the piece of ammunition when it hits or missed, and the spell ends when eight pieces of ammunition have been drawn from the quiver.

Greater Restoration

Greater Restoration

5-level Abjuration

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

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

 
  • One effect that charmed or petrified the target
  • One curse, including the target’s attunement to a cursed magic item
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum
Insect Plague

Insect Plague

5-level Conjuration

Casting Time: 1 action
Range/Area: 300ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Attack/Save: Constitution saving throw
Damage/Effect: piercing

Swarming, biting locusts fill a 20 foot radius sphere centred on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing 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.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

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.

Rary's Telepathic Bond

Rary's Telepathic Bond

5-level Divination

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

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

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

Reincarnate

Reincarnate

5-level Transmutation

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

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

If the creature is a member of a nonmagical race and becomes a member of a magical race, they may begin earning points in the appropriate sorcerer class.

If the creature has levels in the sorcerer class and becomes a member of a nonmagical race, their class abilities and spells are suppressed, and cannot be used/cast through means of wild magic.

If the creature has levels in the sorcerer class and becomes a member of a magical race of which they have not been before, then they must rechoose their sorcerer spells and abilities accordingly.

If the creature has levels in the sorcerer class and becomes a member of a magical race of which they have been previously, the spell and class point abilities are restored to those chosen at the last point in the creature's personal timeline that it was of the race in question. If the creature has gained levels in the sorcerer class since then, they may select their level up options as appropriate.

 
d100Race
01-01Half-Dragon, Black
02-02Half-Dragon, Blue
03-03Half-Dragon, Brass
04-04Half-Dragon, Bronze
05-05Half-Dragon, Copper
06-06Half-Dragon, Faerie
07-07Half-Dragon, Gold
08-08Half-Dragon, Green
09-09Half-Dragon, Red
10-10Half-Dragon, Silver
11-11Half-Dragon, White
12-15Dwarf, Mountain
16-20Dwarf, Hill
21-23Dwarf, Desert
24-24Dwarf, Frostbeard Clan
25-25Dwarf, Duergar
26-27Elf, Moon
28-29Elf, Sun (Day Realm)
30-30Elf, Sun (Night Realm)
31-34Elf, Wood
35-40Tiefling
41-48Aasimar
49-55Centaur
56-66Gnome
67-81Human
82-85Mermaid
86-92Tabaxi
93-00Hobbit
Swift Quiver

Swift Quiver

5-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: V, S, M
Materials: a quiver containing at least one piece of ammunition
Duration: Concentration, up to 1 minute

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Available for: Wood Elf Sorcerers
Tree Stride

Tree Stride

5-level Conjuration

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

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Available for: Frejkin, Wood Elf Sorcerers
 

6th Level Wood Elf Sorcerer Spells

Contingency

Contingency

6-level Evocation

Casting Time: 10 minutes
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 10 days

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell - called the contingent spell - as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

Find the Path

Find the Path

6-level Divination

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

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Fire Seeds

Fire Seeds

6-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: up to 4 nuts or up to 8 berries
Duration: 1 hour or until used
Attack/Save: ranged weapon attack, Dexterity saving throw
Damage/Effect: fire

Depending on the material component used for this spell, you can create the following: Nut Grenades or Berry Bombs.

Nut Grenades: As many as four acorns turn into ranged weapons that can be thrown up to 100ft away. To use these objects, it requires you to make a ranged weapon attack to hit the target. Each acorn does 4d6 fire damage. Each nut explodes upon impacting any hard surface. Any combustible materials within 10ft of the target ignites. A targeted creature can make a Dexterity saving throw. On success, targets take half damage.

Berry Bombs: You turn as many as eight berries into special bombs. Berry Bombs have to be placed by hand as attempting to throw it will cause it to detonate on the creature that threw it. If you are within 200ft and speak the command word, each berry bomb instantly bursts into flame, causing 3d8 fire damage to every creature in a 5ft radius and igniting any combustible materials within 5ft. A creature within the area can make a Dexterity saving throw. On success, targets take half damage.

At higher levels:

When you cast this spell using a spell slot of 7th or higher, increase the number of nut grenades by 2 or the number of berry bombs by 4.

Available for: Frejkin, Wood Elf Sorcerers
Ijuyr's Symphony

Ijuyr's Symphony

6-level Evocation

Casting Time: 1 action
Range/Area: 20ft
Components: V
Duration: 1 minute

A rousing song that heals and invigorates allies. Creatures you choose within 20 feet of you regain 3d8 + your spellcasting modifier hit points. Also, they can take the Dash action as a bonus action for 1 minute.

At higher levels:

When you cast this spell using a spell slot of 7th level or higher, the healing increases by 1d8 for each slot level above 6th.

Available for: Wood Elf Sorcerers
Liveoak

Liveoak

6-level Transmutation

Casting Time: 10 minutes
Range/Area: Touch
Components: V, S
Duration: 24 hours

This spell turns an oak or similar tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.

Liveoak must be cast on a healthy, Huge oak or similar tree. A triggering phrase of up to 15 words is placed on the targeted tree. The liveoak spell triggers the tree into animating as an awakened tree.

If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.

The awakened tree does what you ask of it but it must be given a purpose at the time of its animation. Such as protecting you and your companions, alerting you of creature approaching you while you rest and other similar actions.

Transport via Trees

Transport via Plants

6-level Conjuration

Casting Time: 1 action
Range/Area: 10ft
Components: V, S
Duration: 1 round

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

Available for: Frejkin, Wood Elf Sorcerers
True Seeing

True Seeing

6-level Divination

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

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

Wall of Thorns

Wall of Thorns

6-level Conjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Attack/Save: Dexterity saving throw
Damage/Effect: piercing, slashing

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20 foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing 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, both types of damage increase by 1d8 for each slot level above 6th.

 

7th Level Wood Elf Sorcerer Spells

Mirage Arcane

Mirage Arcane

7-level Illusion

Casting Time: 10 minutes
Range/Area: Sight
Components: V, S
Duration: 10 days

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise im pede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

Plane Shift

Plane Shift

7-level Conjuration

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

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

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

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

Project Image

Project Image

7-level Illusion

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

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

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

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

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Regeneration

Regenerate

7-level Transmutation

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

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Sequester

Sequester

7-level Transmutation

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

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by divination spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.

Teleport

Teleport

7-level Conjuration

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

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

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

 
Familiarity

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

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

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

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

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

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

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

 
Success

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

“Off target” means you and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

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

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

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

8th Level Wood Elf Sorcerer Spells

Animal Shapes

Animal Shapes

8-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 24 hours

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points o f its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.

The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.

Dominate Monster

Dominate Monster

8-level Enchantment

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

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

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

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At higher levels:

When you cast this spell with a 9th level spell slot, the duration is concentration, up to 8 hours.

Available for: Wizards, Wood Elf Sorcerers
Earthquake

Earthquake

8-level Evocation

Casting Time: 1 action
Range/Area: 500ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Constitution saving throw, Dexterity saving throw
Damage/Effect: prone, bludgeoning

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100 foot radius circle centred on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

Mind Blank

Mind Blank

8-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 24 hours

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

Protection from Spells

Protection from Spells

8-level Abjuration

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

You raise an aura of magical protection around a number of creatures you choose less than or equal to your spellcasting ability modifier (minimum 1). For the duration, each affected creature has advantage on saving throws against magic and magical effects, and has resistance against damage from magical sources.

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 Wood Elf Sorcerer Spells

Shapechange

Shapechange

9-level Transmutation

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

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

Time Stop

Time Stop

9-level Transmutation

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

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place m ore than 1,000 feet from the location where you cast it.


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