Spells
Spells are magic learned through your class or granted by equipment. See Magic for casting, Spell ranks for slots and Sorcerer for progression.
The tables show base damage or healing before your equipment, feats and the target's defenses. Hover over a spell name or select it to read its details. W, F and S identify wands, foci and staves.
Cantrips
| Icon | Spell | Level | School | Damage or healing | Cast | Target | Roll | Source | Items |
|---|---|---|---|---|---|---|---|---|---|
Acid Splash Acid Splash Cantrip · Conjuration Caustic spray spatters up to two foes standing together at range. Acid damage to up to two foes standing together at range. 1d6 · Hit Level 1: 1d6 Pick |
2 | 1d6 | Action | Ranged, up to 2, 15 ft radius | Hit | Pick | S | ||
Arcane Blast Arcane Blast Cantrip · Evocation Runic circles close around your foe and erupt with concentrated arcane power. Arcane damage to one foe at range, growing stronger with repeated casts against that foe.
Level 1: 1d8 Arcanist 1 |
1 | 1d8 | Action | Ranged | WIS save | Arcanist 1 | |||
Corrosive Touch Corrosive Touch Cantrip · Conjuration Acid sears your foe at a touch and keeps eating through their defenses. Acid damage to one foe within touch range, leaves them Corroding. Level 1: 1d6, Corroding Pick |
2 | 1d6 | Action | Melee | Hit | Pick | W F S | ||
Create Water Create Water Cantrip · Conjuration A bucket's worth of clear water gathers from thin air close by. Creates one bucket of clean water nearby for drinking, washing or extinguishing a small ordinary fire. Creates no container, damage or ailments.
None · None Pick |
2 | None | Bonus action | Close | None | Pick | F | ||
Daze Daze Cantrip · Enchantment A sudden thought drives everything else from your foe's mind. Briefly clouds one foe’s mind, leaves them Dazed. None · WIS save Level 1: Dazed Pick |
2 | None | Bonus action | Ranged | WIS save | Pick | |||
Detect Magic Detect Magic Cantrip · Divination Hidden enchantments become visible to your sharpened senses. Reveals magic near you and the school it belongs to, and sharpens your ARCANA checks while it holds. None · None Level 1: Arcane Sight Pick |
2 | None | Bonus action | Melee | None | Pick | |||
Firebolt Firebolt Cantrip · Evocation Flame strikes your foe and leaves them burning. Fire damage to one foe at range, leaves them Burning. Level 1: 1d8, Burning Pick |
2 | 1d8 | Action | Ranged | Hit | Pick | W F S | ||
Ice Lance Ice Lance Cantrip · Evocation A shard of bitter ice leaves its victim shivering. Cold damage to one foe at range, leaves them Chilled. Level 1: 1d6, Chilled Pick |
2 | 1d6 | Action | Ranged | Hit | Pick | W F S | ||
| 2 | None | Bonus action | Ranged | WIS save | Pick | W F | |||
| 2 | 1d6 | Action | Ranged | Never misses | Pick | W F S | |||
Mage Hand Mage Hand Cantrip · Conjuration An unseen hand lifts, pulls or handles one light object at your bidding. Lifts, pulls, or handles a light object at a distance. None · None Pick |
2 | None | Bonus action | Ranged | None | Pick | W F | ||
Magelight Magelight Cantrip · Evocation Light you call up fills the space around you, or shines from an object you touch. Lights the space around you or an object you touch. None · None Pick |
2 | None | Bonus action | Close | None | Pick | W F | ||
Mending Mending Cantrip · Transmutation Broken edges draw together and torn threads knit whole. Repairs one small break or tear in a mundane object by touch. Cannot repair characters, including constructs.
None · None Pick |
2 | None | Bonus action | Melee | None | Pick | W F | ||
| 2 | None | Bonus action | Ranged | None | Pick | F | |||
Prestidigitation Prestidigitation Cantrip · Transmutation A harmless flick of the fingers cleans a cuff, scents a room, warms a cup, seasons a stew or turns a ribbon blue. Creates harmless cosmetic effects with no damage, conditions or other mechanical benefit. None · None Sorcerer 1 |
1 | None | Free | Close | None | Sorcerer 1 | W F | ||
Searing Frost Searing Frost Cantrip · Evocation Bitter frost strikes your foe and leaves a cold that burns. Frost damage to one foe at range, leaves them Chilled and Burning. Level 1: 2d3, Chilled, Burning Solstice 1 |
1 | 2d3 | Action | Ranged | Hit | Solstice 1 | |||
Telekinesis Telekinesis Cantrip · Transmutation An unseen grip lifts or hurls an object, or draws it to you. Manipulates a loose object or hurls it for Force and Blunt or Pierce damage. Cannot restrain characters, grant flight or move objects of unrestricted size.
Level 1: 1d6 Arcanist 2 |
2 | 1d6 | Action | Ranged | Hit | Arcanist 2 |
Novice
| Icon | Spell | Level | School | Damage or healing | Cast | Target | Roll | Source | Items |
|---|---|---|---|---|---|---|---|---|---|
Acid Arrow Acid Arrow Novice · Conjuration Caustic magic bites deep and keeps eating at the wound. Acid damage to one foe at range, leaves them Corroding. Base: 2d6, Corroding Pick |
2 | 2d6 | Action | Ranged | Hit | Pick | W F S | ||
Arcane Barrage Arcane Barrage Novice · Evocation Darts of arcane power pursue the foes you have chosen. Arcane missiles at range: six, seven from level 4, nine from level 11, twelve from level 17. They cannot miss.
6 × 1d4 · Never misses Base: 6 × 1d4 Pick |
2 | 6 × 1d4 | Action | Ranged, up to 6 | Never misses | Pick | W F S | ||
Burning Hands Burning Hands Novice · Evocation Flame pours from your hands and washes over those before you. Fire damage to up to three foes close to you, leaves them Burning. 2d6 · DEX save Base: 2d6, Burning Pick |
2 | 2d6 | Action | Close, up to 3, 30 ft radius | DEX save | Pick | W F S | ||
Disguise Self Disguise Self Novice · Illusion A borrowed appearance conceals your familiar features. Changes your appearance until your next long rest and aids Deception checks to pass as someone else. None · None Base: Disguised Pick |
2 | None | Bonus action | Melee | None | Pick | |||
Featherweight Featherweight Novice · Transmutation Your pack settles as if half of it were gone. Doubles carrying capacity for you or one willing ally until your next long rest. None · None Base: Featherweight Pick |
2 | None | Bonus action | Melee | None | Pick | |||
Frost Nova Frost Nova Novice · Evocation A burst of frost grips the foes around you. Cold damage to up to four foes within reach, leaves them Frozen. 1d6 · CON save Base: 1d6, Frozen Pick |
2 | 1d6 | Action | Close, up to 4, 30 ft radius | CON save | Pick | W F S | ||
| 2 | None | Bonus action | Ranged, up to 4, 15 ft radius | DEX save | Pick | W F | |||
Mage Armor Mage Armor Novice · Abjuration Unseen armor takes the sting from physical attacks. Reduces physical damage until your next long rest, and raises your armor while you wear cloth.
None · None Base: +10 Armor while wearing cloth, 10% physical damage reduction Pick |
2 | None | Bonus action | Melee | None | Pick | |||
Molten Grasp Molten Grasp Novice · Evocation Molten heat pours through your grasp and sears your foe. Fire damage to one foe within touch range, more against Medium or Heavy body armor, leaves them Burning. Base: 2d10, Burning Pick |
2 | 2d10 | Action | Melee | Hit | Pick | W F S | ||
Shockwave Shockwave Novice · Evocation A wave of force sweeps nearby foes from their feet. Blunt damage to up to three foes close to you, leaves them Knocked Prone. 1d8 · CON save Base: 1d8, Knocked Prone Pick |
2 | 1d8 | Action | Close, up to 3, 30 ft radius | CON save | Pick | |||
Sleep Sleep Novice · Enchantment Heavy sleep closes over the minds you touch. Lulls up to three foes at range, leaves them Asleep. None · WIS save Base: Asleep Pick |
2 | None | Bonus action | Ranged, up to 3, 30 ft radius | WIS save | Pick | |||
Water Breathing Water Breathing Novice · Transmutation The sea opens its lungs to those you touch. You and your allies can breathe and act freely underwater until your next long rest.
None · None Base: Water Breathing Pick |
2 | None | Bonus action | Close, up to 5, 60 ft radius | None | Pick |
Apprentice
| Icon | Spell | Level | School | Damage or healing | Cast | Target | Roll | Source | Items |
|---|---|---|---|---|---|---|---|---|---|
Bull's Strength Bull's Strength Apprentice · Transmutation Borrowed strength fills the body and steadies its exertions. Strengthens you or one willing ally for one hour by touch. None · None Base: Bull's Strength Pick |
4 | None | Bonus action | Melee | None | Pick | |||
Elemental Weapon Elemental Weapon Apprentice · Transmutation Elemental power gathers along a weapon's striking edge. Wreathes one weapon or pair of fists in fire, frost, or storm until the fight ends: every hit adds that damage. None · None Pick |
4 | None | Bonus action | Melee | None | Pick | |||
Fleeting Feet Fleeting Feet Apprentice · Transmutation Your feet skim the ground as every step grows swift and sure. Raises your or one willing ally’s Dexterity and movement speed for one hour by touch. None · None Base: +10 Movement speed Pick |
4 | None | Bonus action | Melee | None | Pick | |||
Frigid Touch Frigid Touch Apprentice · Evocation Frost spreads from your fingertips and stiffens your foe. Frost damage to one foe within touch range, leaves them Chilled. Base: 3d12, Chilled Pick |
4 | 3d12 | Action | Melee | Hit | Pick | W F S | ||
Hold Person Hold Person Apprentice · Enchantment Your foe’s body locks rigid, their mind still awake. Binds one person’s body with magic, leaves them Paralysed. None · WIS save Base: Paralysed Pick |
4 | None | Bonus action | Ranged | WIS save | Pick | |||
Invisibility Invisibility Apprentice · Illusion The eye passes over the figure your magic conceals. Makes you or one ally invisible until you attack, cast at a foe, or are hit.
None · None Base: Invisible Pick |
4 | None | Bonus action | Close | None | Pick | |||
| 5 | 3d10 | Action | Ranged, up to 2 | Hit | Arcanist 5 | ||||
Mirror Image Mirror Image Apprentice · Illusion False reflections crowd around you and confuse incoming attacks. Three false images of you: attacks against you roll at disadvantage and each one bursts an image until none remain.
None · None Base: Mirror Images Pick |
4 | None | Bonus action | Melee | None | Pick | |||
Moonbeam Moonbeam Apprentice · Evocation A column of moonlight follows your foe, chilling enemies caught in its light. A column of moonlight follows the chosen foe and deals Frost damage in an area, with a bonus against foes wearing cloth or unarmored humanoids, leaves them Chilled. 5d4 · CON save Base: 5d4, Chilled Solstice 4 |
4 | 5d4 | Action | Ranged, up to 5, 15 ft radius | CON save | Solstice 4 | |||
Scorching Ray Scorching Ray Apprentice · Evocation Searing rays burn through the foes in your sights. Fire rays at range: two, three from level 11, four from level 17. Aim them all at one foe or split them among several, leaves them Burning. 2 × 2d6 · Hit Base: 2 × 2d6, Burning Pick |
4 | 2 × 2d6 | Action | Ranged, up to 2 | Hit | Pick | S | ||
Smoke Cloud Smoke Cloud Apprentice · Conjuration Thick mist gathers around your allies and hides them from sight. Wraps you and your allies in fog: attacks against you roll at disadvantage for four rounds. None · None Base: Obscured Pick |
4 | None | Bonus action | Close, up to 5, 60 ft radius | None | Pick | |||
Sunbeam Sunbeam Apprentice · Evocation A column of sunlight follows your foe, setting the air around them ablaze. A column of sunlight follows the chosen foe and deals Fire damage in an area, with a bonus against medium or heavy body armor, leaves them Burning. 2d12 · CON save Base: 2d12, Burning Solstice 5 |
5 | 2d12 | Action | Ranged, up to 5, 15 ft radius | CON save | Solstice 5 | |||
Web Web Apprentice · Conjuration Clinging strands bind the foes caught among them. Snares up to four foes at range, leaves them Restrained. None · DEX save Base: Restrained Pick |
4 | None | Bonus action | Ranged, up to 4, 30 ft radius | DEX save | Pick |
Adept
| Icon | Spell | Level | School | Damage or healing | Cast | Target | Roll | Source | Items |
|---|---|---|---|---|---|---|---|---|---|
| 7 | 12d6 | Action | Ranged | Hit | Pick | ||||
Blink Blink Adept · Conjuration You vanish and reappear somewhere nearby. Teleport up to 150 ft to a point you can see, escaping grapples and restraints.
None · None Pick |
7 | None | Bonus action | Ranged | None | Pick | |||
Fireball Fireball Adept · Evocation A roaring detonation engulfs the ground you choose. Fire damage to up to five foes at range, leaves them Burning. 7d6 · DEX save Base: 7d6, Burning Pick |
7 | 7d6 | Action | Ranged, up to 5, 30 ft radius | DEX save | Pick | S | ||
| 7 | 5d12 | Action | Melee | Hit | Pick | ||||
Gravity Well Gravity Well Adept · Transmutation The air thickens as unseen force drags your foes inward. Pulls up to five foes at range toward the anchor and leaves them hobbled, leaves them Hobbled.
None · STR save Base: Hobbled Pick |
7 | None | Bonus action | Ranged, up to 5, 30 ft radius | STR save | Pick | |||
Hailstorm Hailstorm Adept · Evocation A shower of jagged ice pounds the foes beneath it. Cold damage to up to five foes at range, leaves them Chilled. 6d6 · DEX save Base: 6d6, Chilled Pick |
7 | 6d6 | Action | Ranged, up to 5, 30 ft radius | DEX save | Pick | S | ||
Haste Haste Adept · Transmutation Thought and movement quicken beyond the body's ordinary pace. Speeds you or one ally until the fight ends: faster, harder to hit, with advantage on attacks and DEXTERITY saves. None · None Base: +15 Movement speed, +100 Evasion Pick |
7 | None | Bonus action | Close | None | Pick | |||
Kinetic Shield Kinetic Shield Adept · Abjuration An invisible barrier turns aside approaching blows. Surrounds you with a barrier that grants armor, elemental resistance and block chance for one hour.
None · None Base: +40 Armor, +20 Fire resistance, +20 Frost resistance, +20 Storm resistance, +20 Holy resistance, +20 Dark resistance, +20 Poison resistance Pick |
7 | None | Bonus action | Melee | None | Pick | |||
Living Bomb Living Bomb Adept · Evocation A spark smolders within your foe, waiting to erupt. Plants a dormant fire charge on one foe at range, leaves them Dormant Bomb.
8d6 · Never misses Base: 8d6, Dormant Bomb Solstice 8 |
8 | 8d6 | Action | Ranged | Never misses | Solstice 8 | S | ||
Protection from Energy Protection from Energy Adept · Abjuration A protective charm dulls the bite of hostile elements. Shields you or one ally from one element (fire, frost, acid) until your next long rest. None · None Pick |
7 | None | Bonus action | Close | None | Pick | |||
Stoneskin Stoneskin Adept · Abjuration Flesh takes on the stubborn endurance of stone. Hardens you or one ally against blades, arrows, and blows until your next long rest. None · None Base: 30% physical damage reduction Pick |
7 | None | Bonus action | Close | None | Pick | |||
Vampiric Touch Vampiric Touch Adept · Necromancy Your touch draws the life from your foe and into you. Dark damage to one foe within touch range, restoring part of it to you.
Base: 9d6 Pick |
7 | 9d6 | Action | Melee | Hit | Pick | W F S |
Expert
Bloodline spells
Solstice
| Level | Spell | Rank | School |
|---|---|---|---|
| 8 | Adept | Evocation | |
| 4 | Apprentice | Evocation | |
| 1 | Cantrip | Evocation | |
| 5 | Apprentice | Evocation |
Arcanist
| Level | Spell | Rank | School |
|---|---|---|---|
| 1 | Cantrip | Evocation | |
| 10 | Expert | Transmutation | |
| 5 | Apprentice | Transmutation | |
| 2 | Cantrip | Transmutation |
Spells from caster items
These spells are granted by equipment and are not selected from the Sorcerer spell list.
| Icon | Spell | Level | School | Damage or healing | Cast | Target | Roll | Source | Items | Rank |
|---|---|---|---|---|---|---|---|---|---|---|
Arc Arc Adept · Evocation Lightning leaps from foe to foe and back again. Storm damage to one foe at range, then leaps to nearby foes and may return.
Base: 6d8 Item |
6d8 | Action | Ranged | Hit | Item | S | Adept | |||
Entanglement of Thaulmyna Entanglement of Thaulmyna Expert · Conjuration The ground around you splits open and roots drive up through everything caught in the ring. Pierce damage to up to five foes around you, holding fast those that fail the save, leaves them Restrained.
6d10 · DEX save Base: 6d10, Restrained Item |
6d10 | Action | Close, up to 5, 30 ft radius | DEX save | Item | Expert | ||||
Fire of the Drowned Sun Fire of the Drowned Sun Expert · Evocation The sun in your hand breaks open and floods everything near you with fire. Fire damage to up to five foes around you, leaving them Burning and briefly Blinded, leaves them Burning and Blinded.
10d10 · DEX save Base: 10d10, Burning, Blinded Item |
10d10 | Action | Close, up to 5, 30 ft radius | DEX save | Item | Expert | ||||
Lesser Heal Lesser Heal Novice · Evocation Warmth flows from your hand and closes the wound. Restores health to one target by touch. Cannot resurrect the dead.
2d8 healing · None Base: 2d8 healing, Lesser Heal Item |
2d8 healing | Bonus action | Melee | None | Item | W F S | Novice | |||
Lightning Bolt Lightning Bolt Apprentice · Evocation A single stroke of lightning hammers your target. Storm damage to one foe at range. Base: 5d8 |
5d8 | Action | Ranged | Hit | Item | W F S | Apprentice | |||
Ray of Enfeeblement Ray of Enfeeblement Novice · Necromancy A withering ray saps the strength from your foe. Weakens one foe at range, leaves them Enfeebled. None · CON save Base: Enfeebled Item |
None | Bonus action | Ranged | CON save | Item | W F S | Novice | |||
Shadow Bolt Shadow Bolt Cantrip · Necromancy A bolt of gathered darkness flies at your foe. Dark damage to one foe at range. Level 1: 1d8 Item |
1d8 | Action | Ranged | Hit | Item | W F S | Cantrip | |||
Shocking Grasp Shocking Grasp Novice · Evocation Lightning leaps from your hand into the foe you touch. Storm damage to one foe within touch range. Base: 3d10 |
3d10 | Action | Melee | Hit | Item | W F S | Novice | |||
Smite Smite Cantrip · Evocation A lance of holy light strikes your foe. Holy damage to one foe at range. Level 1: 1d8 Item |
1d8 | Action | Ranged | Hit | Item | W F S | Cantrip | |||
Speak with Animals Speak with Animals Novice · Divination The cries of beasts become words you can understand and answer. Allows conversation with animals for one hour.
None · None Base: Speak with Animals |
None | Bonus action | Melee | None | Item | F S | Novice | |||
Thorned Tendrils of Thaulmyna Thorned Tendrils of Thaulmyna Expert · Conjuration The earth opens warm beneath your feet and tendrils of living thorn wrap your foe tight. Thorned tendrils root one foe, piercing and bleeding them with each failed escape, leaves them Thorned Tendrils.
Base: 4d10, Thorned Tendrils Item |
4d10 | Action | Ranged | DEX save | Item | Expert |
Caster items and their spells
An item with a spell pool grants one eligible spell from that pool, while an item with a fixed grant always provides that spell. Equipment uses are separate from class spell slots.