DND Sorcerer Spells 5e List [All Levels + Table]
About Sorcerer Spells:
Sorcerer spells are very often and seen as someone solitary, excluded by his strangeness compared to the common man. It still manages to be accepted and live in society by developing talents appreciated such as singing, music, painting, poetry or magic.
Some of the sorcerer spells owe their aptitudes to a lineage, old or recent. In their blood flows ancient powers which constantly threaten to overwhelm them. Others have their flesh marked with strange runes or enigmatic birthmarks.
Sorcerer Spells – Hit Points:
sorcerer SPELLS LIST
Sorcerer Spells List
|1||1st||Absorb Elements||1 Reaction *||Abjuration||Self||S||1 Round||None||Acid (...)|
|2||1st||Burning Hands||1 Action||Evocation||Self (15 ft )||V, S||Instantaneous||DEX Save||Fire|
|3||1st||Catapult||1 Action||Transmutation||60 ft||S||Instantaneous||DEX Save||Bludgeoning|
|4||1st||Chaos Bolt||1 Action||-||120 ft||-||Instantaneous||Ranged||Acid (...)|
|5||1st||Charm Person||1 Action||Enchantment||30 ft||V, S||1 Hour||WIS Save||Charmed|
|6||1st||Chromatic Orb||1 Action||-||90 ft||-||Instantaneous||Ranged||Acid (...)|
|7||1st||Color Spray||1 Action||Illusion||Self (15 ft )||V, S, M *||1 Round||None||Blinded|
|8||1st||Comprehend Languages||1 Action||Divination||Self||V, S, M *||1 Hour||None||Social|
|9||1st||Detect Magic||1 Action||Divination||Self (30 ft )||V, S||Concentration 10 Minutes||None||Detection|
|10||1st||Disguise Self||1 Action||Illusion||Self||V, S||1 Hour||None||Shapechanging|
DND 5E sorcerer SPELLS LIST - EXPLANATION
Acid Splash sorcerer spells enables you to hurtle a small orb made of acid at your target. To cast this spell you need to select a creature or select two creatures (within 5 feet from each other) within range. You need to succeed on the Dexterity saving throw or take 1d6 acid damage. The damage rate will increase by 1d6 when you reach the 5th level (2d6), 11th level (3d6), and 17th level (4d6).
With this sorcerer spells, you can stretch your hand and trace Warding Sigil in the breeze to protect your buildings from demons. Till the end of your next chance, you will have resistivity against piercing, bludgeoning, and slashing harm that is tackled by the weapon attack.
To cast this booming blade sorcerer spell, you make a melee attack with a weapon against one creature. When you hit the target, then it suffers the normal attack effects and it becomes sheathed in booming energy until the duration ends.
This chill touch sorcerer spells can create a skeletal hand, ghostly in the space of a creature within range. You can make ranged spell which attack against the creature to assail it with the grave.
This sorcerer spells makes you to choose non magical flame which you can see within range and fits within a 5ft cube. Instantaneously you can expand the flame upto 5 feet in one direction and also you cause the simple shapes such as the vague form of a creature of an inanimate object or location to appear within the flames and animate.
By using create bonfire sorcerer spell you can create a bonfire on ground which you can see within range. Until the duration ends, the magic bonfire fills 5ft cubes. A sorcerer spells creature make the saving throw when it moves into the bonfire’s space.
In this sorcerer spells, you can create up to four torch-sized lights within the specified range which looks like a torch, lantern that hover in the wind for 1 minute. Even, you can merge the four lights into one medium-sized luminous form. You can choose any of the light, but each sheds dim light in a 10-foot radius.
You hurtle a speck of fire at a creature you target within the range. Fire Bolt sorcerer spells enables you to make a spell attack against the ranged target. It creates an impact of 1d10 fire damage. When you hit a flammable object with this spell, it gets ignited if it isn’t being worn or carried. The impact will increase with the increase in stages.
Until the duration ends, you have an advantage on all charisma checks directed at one creature based on your choice which isn’t hostile toward you. When this sorcerer spells ends, the creature realizes that you used magic to influence its mood.
The Frostbite sorcerer spells cause freezing frost to one creature which you can see within the 60 feet range. This sorcerer spell target makes a CON saving throw. When the target is failed to save, it takes 1d6 cold damage and it has an effect on the next weapon.
Green Flame Blade
In this sorcerer spell, when you hit the target suffers the attack’s normal effects and green fire leaps from the target to a different creature which you can see within 5ft. Then another creature takes fire damage equal to your spell-casting modifier.
The gust sorcerer spell holds the air and enforces it to create the effects within the range. The smaller creature which you choose must succeed on a Strength saving throw or it will be pushed the creature up to 5 feet away from you. And you can create small blast and harmless sensory effect using air.
Touch the object which is no longer than 10 feet in any dimension. Until the duration ends, the object will shed bright light in a 20ft radius and also shed dim light for an additional 20ft. This sorcerer spell action ends when you dismiss it or cast it again. If you are decided to target an object which is worn by the combative creature, then the creature must succeed on a DEX Save which helps to avoid the damage spell.
By lightning lure sorcerer spells, you can create a lash of lightning energy which strikes at one creature within range. The target must succeed on a Strength saving throw or it will be pulled up to 10ft in a straight line towards you and then it takes 1d8 lightning damage if it is within 5ft of you.
In this sorcerer spells, the floating and spectral hand appears at a point within the range and it lasts until the duration ends. You can use the hand to manipulate the object, unlock your container or door and you can retrieve an item from an open container.
Point your finger towards a creature within the specified range and whisper a message. Your target will hear your message and reply in a husky voice that only you can hear. In case, if you are familiar with your target, you can cast this sorcerer spell via solid objects. This spell doesn’t require to follow a straight line, can travel peacefully around every corner or through openings.
Mending sorcerer spells repairs all the magic items and constructs the objects such as broken keys, broken chain links, leaking wineskin, and torn cloak. But this spell can restore the magic item but it will help to repair it.
From a minor illusion sorcerer spell, you can create any sound or image of an object within the range. You can create your voice, other creature’s voice, a lion’s roar, drums sound or you can choose any other sound. This illusion lasts until the duration ends.
You can choose any portion of dirt or stone which you can see within range. The Mold Earth sorcerer spells targets an area of loose earth, it instantaneously excavates it, moves it along the ground and it deposits up to 5 feet away. You can cause the ground which becomes a normal terrain if it is already a difficult terrain.
The poison spray sorcerer spell can extend your hand towards a creature that you can see within range and it projects a puff of noxious gas from your palm. This sorcerer spells creature must succeed on a CON saving throw or it takes 1d12 poison damage.
Prestidigitation sorcerer spells enables you to perform magical effects for one hour. These magical effects are minor and it has severe limitations. And it does not have any power to duplicate other spell effects.
Ray Of Frost
As of its name, casting this spell will create a beam of blue-white ice streaks towards the creature you pointing within range. Using this sorcerer spell, can hit 1d8 cold damage which speed is reduced by 10ft until the start of your next turn.
By using this sorcerer spell, you can choose an area of water that you can see within a range which fits within a 5ft cube. Instantaneously you can change the flow of the water as you direct and you can also freeze or unfreeze the water.
By casting shocking grasp sorcerer spell, the lightning springs appears on your hand which deliver shock to a creature. You can make a melee spell which attack against the target and if you have advantage on the attack roll then the target is wearing armor made of metal.
By using a sword burst sorcerer spell, you can create a momentary circle of spectral blades that sweep around you. This sorcerer spell succeeds on a DEX saving throw or takes 1d6 force damage.
By using the thunderclap sorcerer spells, you can create a burst of thunderous sound that can be heard 100 feet away. When the target is failed to save, then the creature takes 1d6 thunder damage.
Extend your hand and point a finger at a target within range. Your magic gives you a brief insight into the target’s defenses. And on your next turn, from this sorcerer spell, you gain an advantage on your first attack roll against the target.
By casting this sorcerer, you searing flame shoots from your fingertips. Also, the creatures in the area will take fire damage 1d4 points per caster level. These creatures take 3d6 fire damage on a failed to save or half damage on a successful one.
You can attempt to allure humanoid which you can see within range. The allure creature regards you as a friendly acquaintance. When this sorcerer spells duration ends, then it knows it has been charmed.
By casting this chromatic orb sorcerer spells, you can create a 4-inch-diameter sphere of energy over a creature that you can see within the range. You can choose the orbs attacks like fire, acid, cold, lightning, poison or thunder.
Color spray sorcerer spells clashes the colors from your hand and when those color springs touch the creatures, then it becomes stunning, blinded and unconscious. All the creatures within the cone are affected according to their HD.
By using this sorcerer spells, you will understand the spoken words of creatures or you are able to read comprehensible written messages. It enables you to understand or read an unknown language.
If you can sense the magic in this way, then you can use your action to see a faint aura that is surrounded by any visible creature or object in the area that bears magic. This sorcerer spells can penetrate most barriers when it is blocked by 1 inch of metal, 3 feet of wood or dirt, 1 foot stone and thin sheets of lead.
By disguise self, you can choose your own clothing, own armor, own weapons and more equipment of yours. But you are not able to change your body size, it remains the same.
This sorcerer spell causes an earthquake in the ground about a 10ft radius. Except you, every creature in that area must make a DEX saving throw. When it is failed save then the creature takes 1d6 strikes damage.
This expeditious retreat sorcerer spell allows you to move at an incredible pace. When you cast this spell the bonus action on each of your turns will take the dash action.
You can tackle the unlife and it will grant yourself for limited ability to avoid death. By casting false life sorcerer spell, you can strengthen yourself with a duplicate necromantic spell of life, until the duration ends, you can gain 1d4 + 4 hit points.
In Feather Fall sorcerer spells, select up to five falling creatures within its range. A falling creature’s rate will be slowed to 60-feet per round till this spell ends. If the falling creature lands the ground before the spell ends, it takes no falling harm and can land on its feet, spell ends for that falling creature.
Fist of Stone
The fist of the stone sorcerer spells complicates the gestures of the spell which end with a punch of your hand fist. You can transform your hand into a living stone of might fist and you can gain +6 to attack rolls with the fist.
You can create a 20ft sphere of fog which is centered on a point within range. The fog sphere spreads around corners and its area is heavily obscured. This sorcerer spell lasts for the duration until the greater speed of wind spreads over everywhere.
You can create a piece of ice and throw it at one creature within 60ft range. By this sorcerer spell, you can make a ranged spell attack which is against the target. On a hit, the target takes 1d10 quick damage. You can hit or miss, throw then it explodes.
You can touch any creature until the spell ends the creature will jump triple the distance than the normal. This sorcerer spell duration is one minute.
By casting mage armor sorcerer spells, you can touch a willing creature that isn’t wearing armor and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
By using this magic missile sorcerer spell, you can create three glowing darts of magical force. Based on your choice every dart hits a creature that you can see within range and it deals 1d4 + 1 force damage.
Ray Of Sickness
Ray of sickness sorcerer spells lash out the greenish energy which towards a creature within range. You can make a ranged spell attack which is against the target. When the target hits, it takes 2d8 poison damage and also it makes CON saving throw. If the target is failed, then the spell turns into poisonous.
By casting this shield sorcerer spell, you will have an invisible barrier of magical force which appears and protects you. Until the duration ends, on each turn you have a +5 bonus to AC and it includes the triggering attack which does not take any damage from magic missile.
The silent image sorcerer spells can create the image of an object, creature or other visible phenomanother visible phenomenon than the 15-ft cube. And the images are purely visual, but it does not accompany by smell, sound or any other sensory effects. When the spell ends, these images will disappear.
By casting a sleep sorcerer spell, it causes a magical slumber to the creatures. The creatures which have the lowest Hit Dice(HD) points will get affected first. From casting this spell, you cannot target any undead and unconscious creatures.
This sorcerer spells can wave thunderous force which sweeps out from you and the spell emits a thunderous boom which is audible out up to 300 feet.
This sorcerer spells creates a beam of crackling, blue energy lances out toward a creature within range. It forms a sustained arc of lightning between you and the target.
Aganazzar S Scorcher
By casting Aganazzar S Scorcher sorcerer spells, the roaring flame will be in action about 30ft long and 5ft wide emanates from you in a direction. Also, each creature in the line make a DEX saving throw and it takes 3d8 fire damage on a failed save/half damage on success save.
When you cast alter self sorcerer spell, you can assume any form of creature as humanoid type. You can assume the abilities like darkvision up to 60 feet, scent, low-light vision and swim up to 30 feet.
In this sorcerer spell, you have to choose one creature which you can see within range, it makes a Constitution saving throw. If it fails, then target for either deaf or blind until the duration gets over. Because in the end, each target makes the Constitution saving throw. When success hits, then spell ends.
This sorcerer spell makes your body shifting, blurred, and wavering to all who can see you. Until the duration ends, you can attack any creature which rolls against you.
Cloud Of Daggers
By casting this sorcerer spells, you can fill the air with spinning daggers in a cube 5ft on each side and it is centered on a point which you choose within range. When the creature enters the area for the first time then it takes 4d4 slashing damage.
Crown Of Madness
From the crown of madness sorcerer spells, you can select the humanoid based on your choice which you can see within range. It must succeed on a WIS saving throw or it is charmed by you until the duration ends.
This sorcerer spell spreads magical darkness from a point that you can choose within the range until the spell duration ends. And the creature which had darkvision can’t see through the darkness and its light cannot illuminate.
By this sorcerer spell, you can touch any willing creature to allow the ability to see in the dark. This spell helps to see in total darkness within 60 feet range.
This sorcerer spell helps to read the minds of other creatures and you can use this power until the duration ends. You can focus on any creature which is present within 30ft around you.
You can choose any unoccupied 5ft cube of air that you can see within the range. The natural force resembles a dust devil which appears in the cube until the duration ends.
By this earthbind sorcerer spell, you can choose one creature which will be surrounded by yellow strips of magical energy loop that you can see within range. An airborne creature is affected by this sorcerer spell and it descends at 60ft per round until it reaches the ground or the spell ends.
In this sorcerer spells, you can touch a creature in a magical enhancement. Choose one of the following effects and target the gain effect until the spell ends.
- Bear’s Endurance has an advantage in Constitution checks. It also gains 2d6 temporary hit points and it will lose when the spell ends.
- Bull’s Strength has an advantage in strength checks.
- Cat’s Grace has an advantage on Dexterity checks and also it doesn’t take damage from falling 20ft.
- Eagle’s Splendor has an advantage in Charisma checks.
- Fox’s Cunning has an advantage in Intelligence checks.
- Owl’s Wisdom has an advantage in Wisdom checks.
Enlarge / Reduce
By casting this spell, you can cause a creature or an object which you can see within range to grow larger or smaller until the duration ends. You can choose either an object or a creature that is neither worn nor carried. When the target is on an unwilling creature then it can make a CON saving throw.
Gust Of Wind
The Gust of Wind sorcerer spells creates a severe blast of air which originates from you and it affects all creatures in its path. This gust disperses gas or vapor and it extinguishes the lanterns, candles, torches and similar unprotected flames in the area.
The hold person sorcerer spell helps you to choose a humanoid that you can see within the 60ft range. The target must succeed when wisdom saving throw or it will be paralyzed until the duration ends. At the end of the turn, the target can make another wisdom which is saving throw. When you hit success, then the sorcerer spells ends.
A creature or object you touch becomes invisible until the duration ends. The target which you wear or carry is invisible as long as it is on the target’s person.
Choose a creature within your range that might be a door, a chest, a box or any other object that contains a magical means which forestalls access. A creature that is stuck or blockaded becomes unbarred.
By casting sorcerer spell, you can choose one creature or object based on your choice which you can see within range and it rises vertically, up to 20ft and until the duration ends it remains suspended. This spell levitate weighs up to 500 pounds and it succeeds CON saving throw.
Maximilian S Earthen Grasp
From Maximilian S Earthen Grasp sorcerer spell, you need to choose a 5ft sq. unoccupied space on the ground which you can see within 30ft range. By casting this spell, you can be made compacted soil rises and it reaches for one creature you can see within 5 feet of it.
By using a mirror image sorcerer spells, you can create three illusory duplicates of yourself that appear in your area. Until the spell duration ends, those three duplicates move with you and it mimics your actions. You can use your actions to dismiss the illusory duplicates.
By using misty step sorcerer spell, you will be surrounded by silvery mist and you can teleport up to 30ft to an unoccupied space that you can see.
Phantasmal force sorcerer spell can craft an illusion in the mind of a creature that you can see within range. And the target makes an Intelligence saving throw and when the throw is failed then you can create a phantasmal creature, object, and any other visible phenomenon.
Select an area of flame that fits your range. You can eradicate the fire in that area, and you can create fireworks or smoke.
1. Firework - Your target that detonates with impressive display colors. Each creature that is within the range can succeed on a constitution saving hurls until your next turn.
2. Smoke - A Thick black smoke propagates out from your target in the specified radius, moves around each corner.
By scorching ray sorcerer spell, you can create three layers of fire which hurls them at targets within range. From each ray, you can make one spell attack or you can hurl them in several targets. When target hits, it takes 2d6 fire damage.
By casting this sorcerer spell, you see invisible creatures and objects within the ethereal plane. It makes the creatures and objects appear like ghostly and transparent.
Snilloc's Snowball Swarm
This sorcerer spell creates a flurry of magic snowballs which erupts from a point that you can choose within range. If you notice any creature which is available in a 5ft radius sphere and then it make DEX saving throw. When the creature failed, it takes 3d6 cold damage and if the throw succeeds, it will cause half of the damage on a successful one.
Until this sorcerer spell ends, from one willing creature you will gain the ability to move down, up and across vertical surfaces. You will also gain climbing speed which is equal to its walking speed.
You can suggest a course of activity and you can magically influence a creature which you can see within range that can hear and understand you. This sorcerer spell creatures which can’t be charmed are immune to this effect.
This sorcerer spells strong wind blows up to 20 miles per hour which around you in a 10ft radius and it moves with you, remaining centered on you. They will last until the duration ends.
This web sorcerer spell creates many layers which is totally sticky and these sticky strands make you an enemy to get caught in a trap. These spider webs are larger and stronger and you can grab them these sticky fibers.
By casting this spell, you can hear and see the plane where it originated from and this spell cast in shades of gray which you can’t see anything more than 60 feet away. Also, you will be get affected by other creatures on the Ethereal Plane.
This sorcerer spell creates an invisible magical sensor that will help to identify the exact location by hearing and seeing. You can create the sensor if the location is familiar or unfamiliar to you, it helps to interact with you.
Using a sorcerer counterspell attempt you can interrupt a creature in the process. This sorcerer has no effect when the creature is casting a spell of 3rd level or lower. If it is casting a spell of 4th level or higher, then it makes an ability check using your spell-casting ability.
By using daylight sorcerer spell, you choose the point of the object where the object will shed bright light in a 60ft radius. This sorcerer spells brought magical darkness and overlaps the light conditions in areas of effect. It counters any darkness which is equal or lower.
By using this sorcerer spell you can create one creature, magical effect or object within 120ft range. The spells end when the duration gets over.
You choose a point where you can see the ground within the 120ft range. The creature takes 3d12 bludgeoning damage on a failed to save and half of the damage for a successful one.
Fear sorcerer spell creates an illusory mental image of a creature which project worst fears. Each creature was available in a 30ft cone which must succeed on a WIS saving throw or drop whatever it is holding until the duration ends.
Fireball sorcerer spell generates a searing flame explosion that detonates with a low roar and it deals 1d6 points of fire damage per caster level. And this explosion creates almost no pressure.
You can touch any willing creature which gains a flying speed of 60ft until the duration ends. The spell duration expires when the target falls or still upwards.
By gaseous form sorcerer spell, you can transform any willing creature into a misty cloud that you can touch along with everything. These sorcerer spell ends when the creature drops to 0 hit points.
By casting haste sorcerer spell, you can choose a willing creature that you can see within range. Until the spell duration ends, then the target’s speed is doubled and it gains a +2 bonus to AC. It has an advantage on DEX saving throws and it gains an additional action on each effect.
By using this hypnotic pattern sorcerer spell, you can create twisting color patterns that weave through the air which inside a 30ft cube within range. The pattern appears for a moment and it vanishes.
This sorcerer spell will release a powerful stroke of electrical energy which deals 1d6 points of electricity damage per caster level. Each creature in the line must make a DEX saving throw.
By using a major image sorcerer spell, you can create the image of an object which phenomenon is no larger than a 20ft cube. Those images seem completely real including smell, sounds, and temperature which can be appropriate to the thing portrayed.
Melf's Minute Meteors
By casting this spell, you can create tiny meteors in your space. Until the spell duration ends, those meteors float in the air and once it reaches its destination then the meteor explodes.
Protection from Energy
It is a temporary immunity spell and if any creature makes damage to you, then this sorcerer spell will guard you. You will protect from lightning, acid, thunder, cold or fire.
Until the sleet storm sorcerer spell ends, the freezing rain in a 20ft tall cylinder at 40ft radius which centered on a point you choose within range. The area is fully covered with ice and it makes difficult terrain.
By casting slow sorcerer spell, you can alter the time which is around up to six creatures of your choice. Until the duration ends, each target must succeed on a WIS saving throw or it will be affected.
You can create a 20ft sphere radius which nauseating gas centered on a point within range. This cloud spreads around the corners and spread area is heavily obscured.
The tongues sorcerer spell helps the creature to the ability to understand and speak the language of any intelligent creature. They can speak only one language at a time.
Wall Of Water
The wall of water sorcerer spell deals with cold damage that passes through the wall and it causes the area of the wall they pass through to freeze solid. Decreasing a frozen section that has 0 hit points to destroys it. When one part is destroyed, the wall’s water doesn’t fill it.
This sorcerer spell grants up to ten willing creatures what you can see within range and it gives the ability to breathe underwater until the spell duration ends. The affected creatures also retain their regular mode of respiration.
These sorcerer spells gives the ability to move across any liquid surface–such as acid, water, snow, mud, quicksand and lava–as if it were harmless solid ground.
This banishment spell is one of the most powerful version of the dismissal spell. It enables you to force the extra-planar creatures out of your home. If the target succeeds on a charisma saving throw.
The blight sorcerer spells necromantic energy washes over a creature based on your choice that you can see within range, it drains moisture and vitality from it. When you target for plant creature or a magical plant that makes the saving throw with disadvantage. In case if you target a non-magical plant then it doesn’t make a saving throw, it just simply withers and dies.
This sorcerer spell makes confusions in the target and it makes them unable to determine their actions. Because of confusion sorcerer spell, many of the creatures lose the target.
By dimension door sorcerer spells, you can instantly transfer yourself from your current location to any other place within range. You always arrive exactly at the spot – whether by simply visualizing the area or by stating direction.
One of this sorcerer spell, establish a telepathic link with one beast that you can touch that is friendly to you. That beast can understand your telepathic messages to it, and it can telepathically communicate with simple emotions and concepts back to you. If you are friendly to the beast, then you gain the advantage of saving throw.
The creature you touch will become invisible until this sorcerer spell ends. Anything your target is carrying or wearing is unseen until it is on the targets’ person.
By this sorcerer spell, great magical hailstones fall downs and its dealing points are 3d6 for bludgeoning damage and 2d6 points for cold damage. This damage occurs once and when the spell is cast the remaining duration of the ice storm sorcerer spell will like heavy snow and sleet rains down in the area.
The polymorph sorcerer spells transforms a creature that you can see within range into a new form. An unwilling creature will make WIS saving throw to avoid the effect. And the shape-changer automatically succeeds in saving throw.
By using stoneskin sorcerer spell, if you are touching any creature then its flesh of a willing creature turn as hard as stone. Until the stoneskin sorcerer spell ends, the target has resistance to non-magical hammer, knife, and severe damage.
By casting this spell, each turn you can use a bonus action and at the center of the sphere, it causes a bolt of lightning within 60 ft. You will have an advantage on the attack roll if the target is in the sphere. When the target hits, it takes 4d6 lightning damage.
By using the vitriolic sphere sorcerer spells, you will point at a place within the range and 1-foot ball of emerald acid streaks and it explodes in a 20-foot radius. Each creature in that area must make a DEX saving throw.
Wall Of Fire
In wall of fire sorcerer spell, you can create a firewall on a solid surface within range. And you can make the wall up to 20 feet high, 60 feet long, and 1 foot thick. The wall is opaque and it lasts for the until the duration ends.
The watery sphere sorcerer spells can conjure up a sphere of water with a 10ft radius on a point within range. The sphere can hover in the air but no more than 10 feet off the ground. Until the duration ends, the sphere remains.
Animate objects is a command sorcerer spell. You can choose any non-magical objects within 120ft range which are not being carried. For average targets, you can select two objects, for large targets you can select four objects, for huge targets you can select eight objects. Until the duration ends, all the target animates and it becomes a creature, also it hit points will reduce into 0 points.
By casting cloudkill sorcerer spells, you can create poisonous yellow-green fog which is centered on a 20-foot-radius. This poisonous fog spreads around the corners.
Cone Of Cold
It is one of the sorcerer spell that blasts cold air and it erupts from your hands. The creatures which are available at a 60-foot cone will make a CON saving throw. On a failed save creatures takes 8d8 cold damage and when it is successful, it makes half damage.
In this sorcerer spell, caster tries to enchant a humanoid within the range. The creatures that are close to him are battling and have benefits on the saving hurl. When your creature is enchanted, the caster has a psychic link with it. The caster can make use of the creature’s action to take exact control of the target. Each time, the target takes harm, it makes a wisdom saving hurl against the spell. If the saving hurl succeeds, the sorcerer spell will end.
The hold monster sorcerer spell will target the succeed on a WIS saving throw or it will be paralyzed until the duration ends. This sorcerer spell has no effect on undead.
Immolation sorcerer wreathes the flames on one creature which you can see within range. When the target makes DEX saving throw then it takes 7d6 fire damage on a failed to save and half damage on a successful save.
You can gather the wasp crowd so that they can share the area of other creatures. Each swarm can attack any creature which occupying its area. Insect plague sorcerer spell swarms are not the most dangerous insect, but if it is crowded then it will pursue any creature.
The Seeming sorcerer spells will let you transfer the impression of the creatures that appear within your range. A grudging target will make a personal saving hurl. If the save is successful, it will not be affected by the sorcerer spell. The spell hides its physical impression, armor, clothing, and weapons.
Telekinesis sorcerer spells gain the ability to move or manipulate the objects or creatures by thought. When you cast this spell on each round your action will exert one of your will object or creature within range.
On casting this sorcerer spell, you can sketch a circle with a 10ft diameter on the field with sigils that connect your place or location to an everlasting teleportation circle of your pick. A twinkling gateway will be opened within the sketched circle and remains open till the end of your next round.
Wall Of Stone
The sorcerer spells the non-magical wall of solid stone springs into existence at a point within range. Each panel must be contiguous with at least one other panel. You can create 10ft/20ft panels that are only 3 inches thick.
You can create linked teleportation portals which lasts until the duration ends. You can choose two points on the ground, one point is within 10ft of you and another point is within 500ft of you.
Casting this sorcerer spells creates a lightning electrical discharge which begins as a single stroke and it commences from your fingertips. Like lightning bolt spell, chain lightning strikes the creature initially, then arcs to other targets.
Circle Of Death
By this circle of death sorcerer spell, you can form the sphere of negative energy which ripples out in a 60ft radius. It makes CON saving throw and its target takes 8d6 necrotic damage on a failed save / half damage on a successful one.
The disintegrate sorcerer spells, you can affect the enemies by using green ray springs from your pointing finger. You can target any object, creature or magical force. Also, you can affect the creature, but no their weapons.
Until this sorcerer spell duration ends, your eyes become an inky void imbued with dread power. In each round, you can target any living creature which striking it with waves of power. This attack has three effects like comatose, panicked, sickened, etc.
Globe Of Invulnerability
When casting this sorcerer spell, you will surround by immobile creatures or faintly shimmering magical sphere which excludes all the spell effects above 3rd level. The effect on any spells does not include the lesser globe of invulnerability area.
Investiture Of Flame
Investiture of flame sorcerer spell race across your body, it sheds bright light in a 30ft radius and it sheds dim light for an additional 30ft and these flames don't harm you. Until the spell ends, you gain immunity to fire damage and also have resistance from cold damage.
Investiture Of Ice
From investiture of ice sorcerer spell, you gain immunity to cold damage and also have resistance from fire damage. You can move to any dangerous ice terrains without any difficulties.
Investiture Of Stone
From investiture of stone sorcerer spells, you have resistance from slashing damage from non-magical weapons. And you can move across any difficult terrain which is made of stone without spending extra movement.
Investiture Of Wind
By using this sorcerer spell, you can gain flying speed which is up to 60ft. Each creature will make CON saving throw & if it fails then it takes 2d10 bludgeoning damage.
The move earth sorcerer spell helps to move dirt like sand, loa, clay or soil from all the places. When you are moving, it does not violently break the surface of the ground and it creates wavelike troughs and crests to move the earth.
The mass suggestion sorcerer spell helps you to suggest a course of activity and it is magically influenced by twelve creatures of your choice which you can see within range that can hear and understand you.
Until the spell duration, you can use a standard action to evoke a shining beam of intense light in each round. You can see three caster beams levels. The sunbeam sorcerer spells duration ends when it is running out for our allotment of the beam.
This sorcerer spell gives the ability to touch any creature and they can see things as they actually are. Until the duration ends, the creature has truesight and notices all the secret doors which are hidden by magic and ethereal plane.
Delayed Blast Fireball
By casting this sorcerer spell, a ray of yellow light flashes from your finger and if you desire, then glowing bead will detonate in the next five rounds. If any creature touches the glowing bead, then it makes the DEX saving throw.
Etherealness sorcerer spell was a transmutation spell that made the caster travel to the Border ethereal. Until the duration ends, you can move in any direction. If you are moving up or down then every foot of movement costs an extra foot.
Finger Of Death
By the finger of death sorcerer spell, you can send negative energy to any creature which you can see within range. And the target makes a CON saving throw and it takes 7d8+ 30 necrotic damage on a failed to save or half damage on a successful one.
This sorcerer spell storm is made up of sheets and a roaring flame appears in a location that you can choose within range. It takes 7d10 fire damage on a failed save and half of the damage on a successful one.
This sorcerer spell helps to move yourself or other creatures to another plane that exists in an alternate dimension. You can choose a creature within your reach and it makes a melee spell attack against it. On every hit, the creature must make a Charisma saving throw.
Prismatic spray sorcerer spells causes shining and multiple colored beams that flashes the light from your hand and all the beams has separate power. Here are as follows:
1. Red - it takes 10d6 fire damage
2. Orange - it takes 10d6 acid damage
3. Yellow - it takes 10d6 lightning damage
4. Green - it takes 10d6 poison damage
5. Blue - it takes 10d6 cold damage
6. Indigo - its target is restrained and it makes CON saving throw.
7. Violet - its target is blinded and it make WIS saving throw
8. Struck by two colored beams rays - Roll twice more, re-rolling any 8.
This sorcerer spell reverses gravity up to 50ft radius and 100ft high cylinder which is centered on a point within range. When you cast this spell all creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area.
It is an instantaneous sorcerer spell. With this spell, you can instantly enthrall yourself and the amenable creatures of your option to the destination which you choose. If you aim an object or creature, it should fit inside a 10ft cube. The destination of your choice should be well known to you and should be on the same plane. The familiarity with your desired location will let you know whether you have transformed successfully or not.
Abi Dalzim's Horrid Wilting
By casting this sorcerer spell, you can draw the moisture from every creature in a 30ft cube within range and each creature make CON saving throw. On a failed save, the creature takes 10d8 necrotic damage.
One of this sorcerer spell, establish a telepathic link with one monster that you can touch that is friendly to you. That monster can understand your telepathic messages and it can telepathically communicate with simple emotions and concepts back to you. If you are friendly to the monster, then you gain the advantage of saving throw.
When you cast this spell, at the end of the duration each turn you spend concentrating on it and each creature on the ground in the area must make a DEX saving throw. On a failed saving throw, the creature will strike the prone.
By casting incendiary cloud sorcerer spell, you can create a cloud of smoke shot through white-hot embers. The smoke obscures as a fog cloud does. When cloud appears then each creature makes DEX saving throw.
Power Word Stun
By casting power word stun sorcerer spells, you speak a word of power that can overwhelm the mind of one creature. When the target hits 150 points or less than that, it is stunning.
Sunburst sorcerer spell causes a globe of searing radiance to explode silently from a selected point. In this spell, all creatures in the globe are blinded and it takes 6d6 points of damage.
If you are casting a gate spell, then it has two effects. First, it creates a connection between your plan and your plane existence which allows you to travel between those directions. Second is you can invite any creature to pass through the gate.
From this meteor swarm sorcerer spell, you can see the four different points to the fire plummet orbs to the ground. When the creature is placed at a 40ft radius, then it makes the DEX saving throw. On a failed save, the creature takes 20d6 fire damage and bludgeoning damage.
Power Word Kill
By casting power word kill sorcerer spell, you speak a word of power that can kill the creature within the range. When the target hits 100 points or less than that, it will die.
You can change the power of your mind which intellect up to ten creatures of your choice that you can see within range. And those sorcerer spells creatures have an Intelligence score of 2 or less than 2 are unaffected.
By yourself, you can cease the time to flow for everyone. This sorcerer spell makes the other creatures to stay in a frozen state, so no one can harm you. But the normal magical cold, fire, gas will harm you like before.
The above sorcerer spells list shows you how many spells are there and you have to cast your spells from 1st level to 9th level. Sorcerers spells will carry magical birthright and it is conferred by an exotic bloodline and some otherworldly influence or exposure to unknown cosmic forces. No one can study the sorcerer and no one learns a language. In these sorcerer spells, no one chooses sorcery and power chooses the sorcerer.