Sorcerer Points
Total: 8
Spell Casting
Spell Save DC: 15
Spell Attack Bonus: 1d20+7
Cantrips
Frostbite
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw.
On a failed save, the target takes
2d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Lightning Lure
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take
2d8 lightning damage if it is within 5 feet of you.
Shocking Grasp
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes
2d8 lightning damage, and it can't take reactions until the start of its next turn.
Wind Lash
Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes
2d8 slashing damage from the shearing winds and is pushed 5 feet away from you.
Shape Water
You choose an area of water that you can see within range and that fits within a 5ft cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no crea-tures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action
1st Level
Fog Cloud
Duration:
Conc. Up to 1 hour
A 20ft radius sphere of fog appears within range of you until a wind of at least 10 miles per hour blows it away, or until the spell ends. The fog is centered on a point you choose, spreading around corners and heavily obscuring the area it fills.
The radius of the fog cloud increases by 20 feet for each spell level you cast this spell above the first.
Feather Fall
Components:
V,M (feather/down)
Choose up to five falling creatures. Its 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 it.
Detect Magic
Duration:
Conc. Up to 10 minutes
An aura forms around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one.
This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
2nd Level
Knock
A loud knock sounds as far as 300 feet away and an object that has been held shut by mundane or magical means becomes unlocked, unstuck, or unbarred. If the object is held shut in more than one way, only one of the ways is undone.
If the object was held shut with Arcane Lock, it can be opened and closed normally for 10 minutes before the spell returns.
3rd Level
Lightning Bolt
Components:
V,S,M (fur, rod of amber/crystal/glass)
100ft long, 5ft wide lightning strikes from you in a direction you choose. Each creature in the line must make a Dexterity save. The spell deals
8d6 lightning damage on a failed save, or half as much on a successful one. Flammable objects that aren't being worn or carried are ignited.
The damage increases by
1d6 for each slot level above 3rd.
Dispel Magic
Choose one object, creature, or magic effect within range. Any spell of 3rd level or lower on the target ends. If the spell is 4th level or higher, make a check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the spell ends.
You automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Counterspell
You attempt to interrupt a creature that you can see casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it's a spell of 4th level or higher, make a check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the spell is interrupted.
The interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
4th Level
Ice Storm
Components:
V,S,M (dust, water)
Each creature in a 20ft radius, 40ft high cylinder must make a Dexterity save. A creature takes
2d8 bludgeoning and
4d6 cold damage on a failed save, or half on a success. Additionally, the area is difficult terrain until the end of your next turn.
The bludgeoning damage increases by
1d8 for each slot level above 4th.
Watery Sphere
Components:
V,S,M (water)
Duration:
Conc. Up to 1 minute
A 5ft radius water sphere appears at point you choose. It can hover up to 10ft off the ground.
Any creature in the sphere's space must make a Strength saving throw. On a success, it's pushed to the nearest unoccupied space of the creature's choice. On a failure, it's restrained. At the end of its turns, it can repeat the save. A Huge or larger creature succeeds automatically, and a Large or smaller creature can choose to fail.
The sphere can restrain four Medium or smaller creatures, or one Large creature. If the sphere exceeds this capacity, a random creature that was restrained falls out and lands prone within 5ft.
As an action, you can move the sphere up to 30ft in a straight line. If it moves over a drop-off, it descends until it's hovering by 10ft. Any creature restrained moves with it. You can ram the sphere into creatures, forcing them to make the save.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30ft. Any creature restrained is knocked prone in the space where it falls. The water vanishes.
Spellcasting