5e SRD:Sorcerer Spell List

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Sorcerer Spells

Cantrips (0 Level)

Abjur
Conj
  • Acid SplashYou hurl a bubble of acid.
  • Mage HandA spectral, floating hand appears at a point you choose within range.
  • Poison SprayYou extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm.
Div
  • True StrikeYour magic grants you a brief insight into the target's defenses.
Ench
Evoc
  • Dancing LightsYou 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.
  • Fire BoltYou hurl a mote of fire at a creature or object within range.
  • LightUntil the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
  • Ray of FrostA frigid beam of blue-white light streaks toward a creature within range.
  • Shocking GraspLightning springs from your hand to deliver a shock to a creature you try to touch.
Illus
  • Minor IllusionYou create a sound or an image of an object within range that lasts for the duration.
Necro
  • Chill TouchYou create a ghostly, skeletal hand in the space of a creature within range.
Trans
  • MendingThis 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.
  • MessageYou point your finger toward a creature within range and whisper a message.
  • PrestidigitationThis spell is a minor magical trick that novice spellcasters use for practice.

1st-Level Spells

Abjur
  • Mage ArmorYou touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends.
  • ShieldAn invisible barrier of magical force appears and protects you.
Conj
  • Fog CloudYou create a 20-foot-radius sphere of fog centered on a point within range.
Div
  • Comprehend LanguagesFor the duration, you understand the literal meaning of any spoken language that you hear.
  • Detect MagicFor the duration, you sense the presence of magic within 30 feet of you.
Ench
  • Charm PersonYou attempt to charm a humanoid you can see within range.
  • SleepThis spell sends creatures into a magical slumber.
Evoc
  • Burning HandsAs you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.
  • Chromatic OrbYou hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target.
  • Magic MissileYou create three glowing darts of magical force.
  • ThunderwaveA wave of thunderous force sweeps out from you.
Illus
  • Color SprayA dazzling array of flashing, colored light springs from your hand.
  • Disguise SelfYou make yourselfincluding your clothing, armor, weapons, and other belongings on your personlook different until the spell ends or until you use your action to dismiss it.
  • Silent ImageYou create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube.
Necro
Trans
  • Expeditious RetreatThis spell allows you to move at an incredible pace.
  • Feather FallA falling creature's rate of descent slows to 60 feet per round until the spell ends.
  • JumpThe creature's jump distance is tripled until the spell ends.

2nd-Level Spells

Abjur
Conj
  • Misty StepBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
  • WebYou conjure a mass of thick, sticky webbing at a point of your choice within range.
Div
  • Detect ThoughtsFor the duration, you can read the thoughts of certain creatures.
  • See InvisibilityFor the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane.
Ench
  • Hold PersonThe target must succeed on a Wisdom saving throw or be paralyzed for the duration.
  • SuggestionYou suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you.
Evoc
  • DarknessMagical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration.
  • Gust of WindA line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration.
  • Scorching RayYou create three rays of fire and hurl them at targets within range.
  • ShatterA sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
Illus
  • BlurYour body becomes blurred, shifting and wavering to all who can see you.
  • InvisibilityA creature you touch becomes invisible until the spell ends.
  • Mirror ImageThree illusory duplicates of yourself appear in your space.
Necro
Trans
  • Alter SelfYou assume a different form.
  • Darkvision (Spell)You touch a willing creature to grant it the ability to see in the dark.
  • Enhance AbilityYou touch a creature and bestow upon it a magical enhancement.
  • Enlarge/ReduceYou cause a creature or an object you can see within range to grow larger or smaller for the duration.
  • KnockA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred.
  • LevitateOne creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
  • Spider ClimbUntil the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.

3rd-Level Spells

Abjur
  • CounterspellYou attempt to interrupt a creature in the process of casting a spell.
  • Dispel MagicAny spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability.
  • Protection from EnergyFor the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Conj
  • Sleet StormUntil the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range.
  • Stinking CloudYou create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range.
Div
  • ClairvoyanceYou create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees).
  • TonguesThis spell grants the creature you touch the ability to understand any spoken language it hears.
Ench
Evoc
  • DaylightA 60-foot-radius sphere of light spreads out from a point you choose within range.
  • FireballA bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.
  • Lightning BoltA stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
Illus
  • FearYou project a phantasmal image of a creature's worst fears.
  • Hypnotic PatternYou create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range.
  • Major ImageYou create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Necro
Trans
  • BlinkOn a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane).
  • FlyThe target gains a flying speed of 60 feet for the duration.
  • Gaseous FormYou transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration.
  • HasteUntil the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns.
  • SlowYou alter time around up to six creatures of your choice in a 40-foot cube within range.
  • Water BreathingThis spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends.
  • Water WalkThis spell grants the ability to move across any liquid surfacesuch as water, acid, mud, snow, quicksand, or lavaas if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).

4th-Level Spells

Abjur
  • BanishmentYou attempt to send one creature that you can see within range to another plane of existence.
  • StoneskinThis spell turns the flesh of a willing creature you touch as hard as stone.
Conj
  • Dimension DoorYou teleport yourself from your current location to any other spot within range.
Div
Ench
  • ConfusionThis spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action.
  • Dominate BeastYou attempt to beguile a beast that you can see within range.
Evoc
  • Ice StormA hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range.
  • Wall of FireYou create a wall of fire on a solid surface within range.
Illus
Necro
  • BlightNecromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it.
Trans
  • PolymorphThis spell transforms a creature that you can see within range into a new form.

5th-Level Spells

Abjur
Conj
  • CloudkillYou create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range.
  • Insect PlagueSwarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range.
  • Teleportation CircleAs you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.
Div
Ench
Evoc
  • Cone of ColdA blast of cold air erupts from your hands.
  • Wall of StoneA nonmagical wall of solid stone springs into existence at a point you choose within range.
Illus
  • CreationYou pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar.
  • SeemingThis spell allows you to change the appearance of any number of creatures that you can see within range.
Necro
Trans
  • Animate ObjectsObjects come to life at your command.
  • TelekinesisYou gain the ability to move or manipulate creatures or objects by thought.

6th-Level Spells

Abjur
  • Globe of InvulnerabilityAn immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Conj
Div
  • True SeeingThis spell gives the willing creature you touch the ability to see things as they actually are.
Ench
  • Mass SuggestionYou suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you.
Evoc
  • Chain LightningYou create a bolt of lightning that arcs toward a target of your choice that you can see within range.
  • SunbeamA beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line.
Illus
Necro
  • Circle of DeathA sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range.
  • EyebiteFor the spell's duration, your eyes become an inky void imbued with dread power.
Trans
  • DisintegrateA thin green ray springs from your pointing finger to a target that you can see within range.
  • Move EarthYou can reshape dirt, sand, or clay in the area in any manner you choose for the duration.

7th-Level Spells

Abjur
Conj
  • Plane ShiftYou and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.
  • TeleportThis 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.
Div
Ench
Evoc
  • Delayed Blast FireballA beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration.
  • Fire StormA storm made up of sheets of roaring flame appears in a location you choose within range.
  • Prismatic SprayEight multicolored rays of light flash from your hand.
Illus
Necro
  • Finger of DeathYou send negative energy coursing through a creature that you can see within range, causing it searing pain.
Trans
  • EtherealnessYou step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane.
  • Reverse GravityThis spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range.

8th-Level Spells

Abjur
Conj
  • Incendiary CloudA swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range.
Div
Ench
  • Dominate MonsterYou attempt to beguile a creature that you can see within range.
  • Power Word StunYou speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded.
Evoc
  • EarthquakeYou create a seismic disturbance at a point on the ground that you can see within range.
  • SunburstBrilliant sunlight flashes in a 60-foot radius centered on a point you choose within range.
Illus
Necro
Trans

9th-Level Spells

Abjur
Conj
  • GateYou conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence.
  • WishBy simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
Div
Ench
  • Power Word KillYou utter a word of power that can compel one creature you can see within range to die instantly.
Evoc
  • Meteor SwarmBlazing orbs of fire plummet to the ground at four different points you can see within range.
Illus
Necro
Trans
  • Time StopYou briefly stop the flow of time for everyone but yourself.



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gollark: I'm pretty sure they do run on the same time offset.
gollark: Not on hatcheries, though, they run 30 minutes ahead because TJ09.
gollark: Yep.
gollark: It ought to be.
gollark: You can use my automatic ToD getter, but it is possibly against the ridiculously vague rules.
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