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# Sorcerer Exclusive Spells
The Sorcerer class has some of the fewest exclusive spells on its list, and instead pulls most of its spells from the Wizard spell list. This document adds new spells designed to evoke a theme around the Sorcerer: you are a font of magic, and you can do things no one else can.
## Cantrips (0 Level) #### Mana Burst *Evocation Cantrip* ___ - **Casting Time**: 1 action - **Range**: 5 feet - **Components**: V, S - **Duration**: Instantaneous ___ You focus your internal magic to a point on your body before blasting it out in all directions. Every creature within range, except you, must make a Constitution Saving Throw. On a failure, a creature takes 1d4 force damage. You can choose for it to instead deal acid, cold, fire, lightning, poison, or thunder damage when you learn this spell. Metamagic options used on this spell do not expend sorcery points. You may only cast either this spell or Mana Ray once per turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
#### Mana Ray *Evocation Cantrip*
___ - **Casting Time**: 1 action - **Range**: 120 feet - **Components**: V, S - **Duration**: Instantaneous ___ You focus your internal magic to a point on your body before releasing it in a single ray. Make a ranged spell attack. On a hit, the target takes 1d4 force damage. You can choose for it to instead deal acid, cold, fire, lightning, poison, or thunder damage when you learn this spell. Metamagic options used on this spell do not expend sorcery points. You may only cast either this spell or Mana Burst once per turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). > #### Mana Strike Design Notes > Mana Strike is designed with the explicit purpose to provide an alternative blade cantrip that fixes the regressions to the SCAG > blade cantrips while also providing slightly improved synergy with metamagic (specifically careful, heighten, twin, seeking, > transmuted, empowered, and distant) and compatibility with ranged weapons. > Seeking and Empowered are intended to work, Seeking working on the melee attack roll > and Empowered working on both force damage and melee attack damage. A saving throw > is added to the AoE damage because it affects more targets than Green Flame Blade. \columnbreak #### Mana Strike *Evocation Cantrip* ___ - **Casting Time**: 1 action - **Range**: Self - **Components**: S, M (a weapon) - **Duration**: Instantaneous ___ You imbue your magic into the weapon used in the spell’s casting and make an attack with it against one creature within range of the weapon. If you used a focus to replace the weapon, make an unarmed strike. On a hit, the target suffers the weapon attack’s normal effects, and you can cause it to burst with power. Every creature excluding you within 5 feet of the target must make a Dexterity saving throw. On a failed save, the creatures take force damage equal to your spellcasting ability modifier. When you learn this spell you can substitute all mentions to force damage with one of the following: acid, cold, fire, lightning, poison, or thunder damage. ___ **Effects when used with metamagic**: - You can use the twinned spell metamagic on this spell, even though the range is self and it affects multiple creatures. When you do so, make a second weapon attack on another creature within range of your weapon. On a hit, the effects of this spell apply to that creature as well, but creatures affected by both area effects are only affected by the first one, i.e. they only need to make the first saving throw. No other effects of this metamagic apply. - You can use the distant spell metamagic on this spell, even though the range is self. When you do so, the reach of your weapon increases by 5 feet for this casting if it is a melee weapon. If it is a ranged weapon, both the normal range and long range double instead. No other effects of this metamagic apply. This spell's damage increases at certain levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target on a hit, and the force damage to the secondary creatures increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). \pagebreakNum ## 1st Level
#### Mana Barrier *1st-level Abjuration* ___ - **Casting Time**: 1 reaction, which you take when you or a creature within range are targeted by an attack or harmful effect - **Range**: Touch - **Components**: V, S - **Duration**: 1 round ___ You quickly weave some of your own magic into a barrier around the target. The target gains temporary hit points equal to your spellcasting ability modifier, and is affected by half cover against effects targeting them until the start of your next turn. These temporary hitpoints fade at the start of your next turn. On your next turn, you can use an Action to forcefully release the barrier. All creatures you choose within 10 feet of the target must make Dexterity saving throws. On a failure, they take 1d12 force damage. On a success, they take no damage. If you have sorcery points, you can expend a number of them to increase the temporary hitpoints gained or the damage dealt. Each point expended adds either 1d4 to the temporary hitpoints gained or 1d12 to the damage (you can split up the points however you want). You can only expend a number of points up to your proficiency bonus. When you learn this spell you can substitute all mentions to force damage with one of the following: acid, cold, fire, lightning, poison, or thunder damage. ___ - **At Higher Levels**: When you cast this spell using a spell slot of 2nd level of higher, this spell's temporary hitpoints increase by 1d4 and the damage increases by 1d12 for every spell slot above 1st.
## 2nd Level
#### Mana Bolt *2nd-level evocation*
___ - **Casting Time**: 1 action - **Range**: 30ft - **Components**: V, S - **Duration**: Instantaenous ___ You channel your inner magical power into the palms of your hands and then destructively discharge it. Choose a target that you can see within range and make a ranged spell attack. On a hit, the target takes 2d12 force damage. When you cast this spell, you can choose one modifier to apply to it, listed below. - **Bouncing**: On a hit, you can make an attack roll against another target within 10 feet of the original target. All effects of the original bolt apply on a hit, except that the damage is decreased by one damage die. On a hit *Bouncing* does not trigger again. - **Bright**: On a hit, the target and all creatures within 5 feet of it must make Constitution saving throws. On a failure, a creature is blinded until the start of your next turn. - **Poisonous**: On a hit, the target must make a Constitution saving throw. On a failure, the target is poisoned until the start of your next turn. - **Powerful**: The damage of the bolt increases by 1d12. This option can be taken more than once. - **Reaching**: The range of this spell increases to 60ft. - **Terrifying**: On a hit, the target must make a Wisdom saving throw. On a failure, the target is frightened of you until the start of your next turn. - **Umbral**: On a hit, magical darkness wreathes the target. The target is heavily obscured until the start of your next turn.
Unless otherwise specified, you cannot choose an option more than once. Metamagic can still be applied as normal. If you have sorcery points, you can expend them when you cast this spell to add additional options. You can choose one additional option for every sorcery point expended. You can only expend a number of sorcery points in this way equal to your proficiency bonus. When you learn this spell you can substitute all mentions to force damage with one of the following: acid, cold, fire, lightning, poison, or thunder damage.
___ - **At Higher Levels**: When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for every spell slot level above 2nd. #### Siphon Spell *2nd-level Abjuration* ___ - **Casting Time**: 1 reaction, which you take when you see a creature within range casting a spell that targets you. - **Range**: 60 feet - **Components**: V, S - **Duration**: Instantaneous ___ Your innate hunger for magic blossoms as you begin siphoning energy from the spell being cast within range. If the spell being cast is of 2nd level or lower, you and creatures you choose within 10 feet of you have advantage on the first save as you begin to siphon its energy. If the spell instead uses an attack roll, it has disadvantage to hit you and creatures you choose within 10 feet of you. If you have sorcery points, you then regain a number of them equal to the level of the spell siphoned. If the spell is of 3rd level or higher, make an ability check with your spellcasting ability. The DC equals 10 + the spell's level. On a success, you regain a number of sorcery points equal to the level of the spell. Only sorcery points from the Font of Magic feature can be regained. ___ - **At Higher Levels**: When you cast this spell using a spell slot of 3rd level or higher, the interrupted spell is siphoned if its level is equal to or less than the level of the spell slot you used. > #### Siphon Spell Design Notes > Siphon Spell was originally 3rd level, but as it would compete with Counterspell, Dispel Magic, and now Mana Tap, I lowered > it one level as it is not designed to be used offensively like the other spells. > One thing to keep in mind is this works with allied healing and buff spells, whether or not that's an issue is up for debate. Personally I find it fitting. \pagebreakNum ## 3rd Level #### Mana Tap *3rd-level Divination* ___ - **Casting Time**: 1 reaction, which you take when you see a creature within range casting a spell - **Range**: 60 feet - **Components**: V, S, M (an eye from a magical creature worth at least 250gp) - **Duration**: 1 round ___ You focus your mind's eye through the magical eye, allowing you to see into the Weave. Make an Insight check with your spellcasting ability contested by the creature's Deception check, which also uses their spellcasting ability. The creature can choose to fail this contest. On a success, you know what spell they are casting and at what level. If the spell is of 3rd level or lower and it is on the Bard, Sorcerer, Warlock, or Wizard spell lists, you add it to your list of known spells until the end of your next turn. It becomes a Sorcerer spell for you and you can cast it as normal until it fades from your known spells. If you have sorcery points, you can expend a number of them equal to twice the level of the spell to cast it as part of this same reaction. If you do so, you cast it immediately after the creature's spell takes effect. You cannot use this option if the spell is of 6th level or higher, and you can apply metamagic as normal. ___ **Effects when used with metamagic**: - You can use the Extended Spell metamagic even though the duration is too short. If you do so, you retain the learned spell for one additional round. No other effects of this metamagic apply. - If you use the Subtle Spell metamagic, you carefully hide your analysis from the creature, and they have disadvantage on their Deception roll. ___ - **At Higher Levels**: When you cast this spell using a spell slot of 4th level or higher, you can add the spell the creature casts if it is equal to or lower than the level of the spell slot you used. \columnbreak
#### Mana Wave *3rd-level evocation* ___ - **Casting Time**: 1 action - **Range**: Self (30ft cone) - **Components**: V, S - **Duration**: Instantaenous ___
You channel your inner magical power into your arms and then clap your hands together, releasing a powerful wave of magic. Each creature in a 30-foot cone must make a Dexterity saving throw. On a failure, a creature takes 2d12 force damage. On a success, a creature takes half damage. When you cast this spell, you can choose one modifier to apply to it, listed below. - **Bright**: Creatures affected by the wave and that failed their Dexterity save are blinded until the start of your next turn. - **Condensed**: The shape of the wave is condensed into a 60 foot line that is 5 feet wide. - **Poisonous**: Targets must make a Constitution saving throw in addition to their Dexterity saving throw. On a failed save, they are poisoned until the start of your next turn. - **Powerful**: The damage of the wave increases by 1d12. This option can be taken more than once. - **Reaching**: The dimensions of the wave increase by 10 feet. The new shapes are thus: Cone (40 feet), Line (70 feet long, 5 feet wide), or Sphere (30 foot radius). - **Spreading**: The shape of the wave is spread to a sphere of radius 20 feet centered on yourself. The wave spreads around corners. You are unaffected by it. - **Terrifying**: Targets must make a Wisdom saving throw in addition to their Dexterity saving throw. On a failure, the target is frightened of you until the start of your next turn. - **Umbral**: Magical darkness fills the area of the wave until the end of your next turn.
Unless otherwise specified, you cannot choose an option more than once. Metamagic can still be applied as normal. If you have sorcery points, you can expend them when you cast this spell to add additional options. You can choose one additional option for every 2 sorcery points expended. You can only expend a number of sorcery points in this way equal to your proficiency bonus. When you learn this spell you can substitute all mentions to force damage with one of the following: acid, cold, fire, lightning, poison, or thunder damage. ___ - **At Higher Levels**: When you cast this spell using a spell slot of 4th level or higher, you can choose an additional option for every slot level above 3rd.
> #### Mana Tap Design Notes > Mana Tap was originally called Eye of Sharingan, and it is meant to function > as an alternative to Counterspell in that you can either counter a creature's spell, or allow it to happen but learn > the spell as well. I felt this allowed more variety in spellcaster duels, instead of each one constantly trying to counter the > other's, a sorcerer might allow a wizard to cast Fireball, but then immediately cast it back at them. As I thought longer > about this spell, I realized it had the potential for unique intraparty teamwork by allowing any arcane caster to essentially > "share" and coordinate spells with their sorcerer. Therefore I added the clause that allows the targeted creature to willingly fail > the contest. There are some potential issues with this though, specifically in regards to Bards as they have a few healing spells > that most sorcerers probably shouldn't have access to. A quick fix would be to remove the Bard spell list from the allowed spells. > > Additionally, Artificers are arcane casters as well but I felt their magic would be too different from others for a Sorcerer > to learn them. The DM is free to add their list to the allowed spells if they wish though. > > **A Reminder:** if you are using the Magical Guidance optional feature from Tasha's, it can apply to Mana Tap's Insight roll.
\pagebreakNum ## 4th Level #### Mana Arrow *4th-level Evocation* ___ - **Casting Time**: 1 action - **Range**: 120 feet - **Components**: V, S, M (an arrow) - **Duration**: 1 round ___ You infuse the arrow with some of your own magic, whisper the name of a target, and let it fly. Make a ranged spell attack against a target that you can see within range. This attack scores a critical hit on a roll of 19 or 20. On a hit, the arrow deals 3d12 magical piercing damage and embeds itself in the target's chest. The creature takes an additional 2d12 necrotic damage at the start of each of its turns until the spell ends. At the start of your next turn, the arrow falls out and the spell ends. ___
**Effects when used with metamagic**: - If the Extended Spell Metamagic is used on this spell, the arrow stays embedded for an additional round. The Extended Spell Metamagic may be used on this spell even though the duration is not long enough. It has no other effects besides what is stated here. ___ - **At Higher Levels**: When you cast this spell using a spell slot of 5th level or higher, this spell's initial damage increases by 1d12 for every spell slot above 4th.
#### Mana Blade *4th level Conjuration*
___ - **Casting Time**: 1 action - **Range**: Self - **Components**: S - **Duration**: Concentration, up to 1 hour You weave your magic into the shape of a weapon in your hand. You decide this weapon's appearance, but its statistics are always the same. This weapon counts as a simple melee weapon with which you are proficient. It has the light, finesse, and thrown (30/60) properties and it deals 1d12 force damage on a hit. For the purposes of material components it counts as being worth 1sp. When you cast this spell choose a modifier from the list below. The effects of each modifier last until the spell ends or you use a bonus action to change which modifier is selected.
- **Reaching**: The reach of this weapon increases by 5 feet until the start of your next turn. - **Powerful**: The damage of this weapon increases by one damage die. - **Swift**: The damage dice of this weapon decrease to d10s but the wielder can make 2 attacks with it when they take the Attack action. The wielder ignores this benefit if they already have a feature like Extra Attack or this modifier that lets them make more than one attack. - **Double bladed**: The weapon forms an additional blade on the opposite end that the wielder can use to make one attack with as a bonus action. The damage for this bonus attack equals 1d8. This weapon becomes two-handed and loses the light property when you use this modifier. - **Heartseeking**: This weapon scores a critical hit on a roll of 19 or 20. - **Accurate**: This weapon grants its wielder advantage on attack rolls made with it. - **Teleporting**: When you choose this modifier and at the start of each of your turns, the weapon teleports to an unoccupied space you can see within 60 feet of you, where it falls to the ground. Alternatively, you can choose to teleport it into the hand of a willing creature you choose within 60 feet of you. If you have sorcery points you can expend them when you cast this spell to add more modifiers. You can choose one additional option for every 3 sorcery points expended. You can choose each option more than once, but some may not apply additional effects. You can only expend a number of sorcery points equal to your proficiency bonus. When you learn this spell you can substitute all mentions to force damage with one of the following: acid, cold, fire, lightning, poison, or thunder damage. ___
**Effects when used with metamagic**:
- If you use the Twinned Spell Metamagic on this spell, you can create two blades instead of one. You can select different options for each blade, and you choose the options for both at the start of your turn. You can choose which modifiers each blade has separately. The number of modifiers you can choose applies to each blade separately. No other effects of this metamagic apply.
___ - **At Higher Levels**: When you cast this spell using a spell slot of 5th level or higher, you can choose an additional option each turn for each spell slot level above 4th. If this spell is cast with a 7th level or higher slot, you can choose to change the duration to 1 minute, without concentration.
> #### Mana Blade Design Notes > Mana Blade is explicitly designed as both a combat spell for the caster and as a support spell for the party. > Sorcerers are both exceptionally good blasters and good support casters, this spell enables a sorcerer to effectively switch roles > easily, from a frontline gish to a rear support caster giving frontline allies variable weapons. > > Additionally, this spell is designed to work well with a full single-classed sorcerer by adding extra attack, weapon proficiency, > and compatibility with Tasha's style blade cantrips. It does not add, however, extra survivability such as AC boosts. The > concentration requirement until 7th slot level keeps the sorcerer from self-buffing to make up for that deficiency. The reason > 7th level removes concentration is to encourage its continued usage throughout the campaign. > > However, this spell's versatility is so great it could possibly upset balance if used intelligently. I will be > maintaining a very close eye on this spell in the future and adjusting it as needed once playtests begin. > > Finally, I am concerned weapon-conjuring spells step on the toes of martial classes, so I will be listening intently to > feedback from my martial players. \pagebreakNum ## 5th Level
#### Elemental Barrier *5th-level Evocation*
___ - **Casting Time**: 1 reaction, which you take when you or a creature within range is targeted by an attack or harmful effect - **Range**: 30ft - **Components**: V, S, M (a multicolor gem) - **Duration**: 1 round ___ You quickly shape your innate magic into an element of your choosing and blast it out as a barrier. Choose one of the following elements: acid, cold, fire, lightning, poison, or thunder. A barrier made of the chosen element forms around the target and shields them, as well as creatures you choose within 5 feet of them. Creatures affected by this spell have resistance to the chosen element and have 3/4 cover against harmful effects until the start of your next turn. On your next turn, you can use a bonus action to blast the barrier out. Creatures you choose within 10 feet of the target must make Dexterity saving throws. On a failure, they take 3d12 damage of the element chosen. On a success, they take half as much damage. ___ **Effects when used with metamagic**:
- If you have the Extended Spell Metamagic, you can apply it to this Elemental Barrier spell and allow creatures affected by it to keep their resistance and 3/4 cover for one additional round. No other effects of this metamagic apply. ___ - **At Higher Levels**: When you cast this spell using a spell slot of 6th level of higher, the damage increases by 1d12 per spell slot level. #### Summon Magical Essence *5th-level Evocation*
___ - **Casting Time**: 1 action - **Range**: 90 feet - **Components**: V, S, M (a piece of nullstone worth 200gp and a magic crystal worth 200gp) - **Duration**: Concentration, up to 1 hour You call forth a spirit made of pure magical essence. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Magical Essence Spirit stat block. When you cast the spell, choose a type of magic: Wild magic, Antimagic, Illusion, or Evocation. The creature resembles a bipedal form emanating the chosen magic, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When you learn this spell you can substitute all mentions to force damage in the statblock with one of the following: acid, cold, fire, lightning, poison, or thunder damage. ___ - **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
___ > ## Magical Essence Spirit >*Medium elemental* > ___ > - **Armor Class** 11 + the spell's level (Natural Armor) > - **Hit Points** 50 + 15 for every spell level above 5th > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|10 (+0)|6 (-2)|10 (+0)|16 (+3)| >___ > - **Skills**: Stealth +3 + the level of the spell (Illusion only) > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Understands the languages you speak > - **Challenge** - > ___ > >***Sorcerous Manifested*** You can apply metamagic to the spirit's spell attacks as if they were a spell being cast at this spell's level with an Instantaneous duration. > >***Antimagic Aura. (Antimagic only)*** Creatures within 5 feet of the spirit take 19(3d12) force damage when they cast a spell. This spirit is treated as being cast one level higher for the purposes of Dispel Magic. > > ***Wild Magic Surge (Wild Magic only).*** At the start of each of its turns, the spirit rolls once on the Wild Magic Surge table found under the Wild Magic Sorcerer subclass. > > ___ > ### Actions > > > ***Multitattack.*** The magical essence makes a number of attacks equal to half this spell’s level (rounded down). > > ***Magical Excitation*** *Melee Spell Attack:* Your spell attack modifier to hit, range Touch, one target. Hit: 1d12 + 3 + the spell's level force damage. > > ***Minor Evocation (Evocation Only).*** *Ranged Spell Attack:* Your spell attack modifier to hit, range 90 feet, one target. *Hit:* 1d12 + 3 + the spell's level force damage. All creatures within 10 feet of the target must make a Dexterity saving throw. On a failure they take 1d4 force damage. > > > ***Misdirect (Illusion only)*** As a bonus action the spirit turns invisible until the start of its next turn or until it attacks while simultaneously creating an illusory duplicate in its place. This duplicate disappears at the start of the spirit's next turn and cannot move or take actions. The spirit can then take the Hide action as part of this same bonus action. > \pagebreakNum
## 6th Level
#### Release Inner Self *6th-level Transmutation*
___ - **Casting Time**: 1 action - **Range**: Touch - **Components**: S - **Duration**: Concentration, up to 10 minutes ___ You embrace the magic flowing through your veins and channel it either to a willing creature within range or your own body. The target's body is transformed by your magic. Choose **3** of the options below for the target to acquire:
- **Wings**: The target grows ethereal wings from their back. They gain a flight speed of 60 feet and can hover. - **Hand-blades**: The target's hands extend into ethereal blades. They count as simple melee weapons with which the target is proficient and have the light, finesse, and thrown (30/60) properties. A blade deals 3d10 force damage on a hit. A blade returns immediately after hitting or missing its target. - **Damage Aura**: The target burns with fierce energy. For the duration, creatures within 5 feet of the target take 1d10 force damage at the start of each of their turn. - **Force Beam**: The target glows with power. On each of their turns, they can use an Action to channel magic into a line that is 60 feet long and 5 feet wide. Creatures within this line must make a Dexterity saving throw. On a failure, they take 4d12 force damage, and half of that on a success. - **Teleportation**: The target blurs the lines between this plane and the next. On each of their turns they can use a bonus action to teleport 30 feet. - **Blindsight**: The target channels the magic flowing around them into their eyes. They gain blindsight out to 30 feet. - **Telepathy**: The target listens to the Weave, and they gain telepathy out to 60 feet. The target does not need to share a language with the creatures telepathically spoken to, and they can respond back telepathically. The creatures must know at least one language to understand the telepathic utterances. - **Charming**: The target channels the magic in the air and becomes unearthly charming. The target has advantage on Charisma checks. - **Frightening**: The target is warped into an unholy, eldritch shape. They have advantage on Intimidation checks and on each of their turns can use an Action to attempt to frighten a creature within 30 feet of them that can see them. The creature must make a Wisdom saving throw, on a failure it is frightened of the target for 1 minute. It may make the save again at the end of each of its turns. The effect ends on it on a success. - **Resistance**: The target gains resistance to force damage. Once this spell ends, the target loses all abilities gained from it. You also gain two levels of exhaustion as your magic dissipates momentarily. When you learn this spell you can substitute all mentions to force damage with one of the following: acid, cold, fire, lightning, poison, or thunder damage. ___ - **At Higher Levels**: When you cast this spell using a spell slot of 7th level or higher, you can choose an additional option for the target to acquire for every slot level above 6th. \columnbreak
## 7th Level
#### Wild Polymorph *7th-level Transmutation*
___ - **Casting Time**: 1 action - **Range**: 30ft - **Components**: S, M (a collection of fur, scales, and teeth from various animals) - **Duration**: Concentration, up to 1 minute ___
You transform up to five creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form randomly chosen by rolling a d8 for each target and consulting the table below. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.
| Roll | Creature | |:----:|:------------------------------:| |1 |Crag Cat (CR 1) | |2 |Elephant (CR 4) | |3 |Giant Ape (CR 7) | |4 |Giant Crocodile (CR 5) | |5 |Killer Whale (CR 3) | |6 |Giant Constrictor Snake (CR 2) | |7 |Giant Eagle (CR 1) | |8 |Giant Octopus (CR 1) |
> #### Release Inner Self Design Notes > This is the first spell designed with the SP-less options paradigm. It was modeled after > other 6th level transformation spells, specifically the Investiture spells and Tasha's Otherworldly Guise, > but with better compatibility with metamagic (twin, distant, transmuted, and subtle specifically). It is intended > for Twin spell to work (similarly to my thoughts on Dragon's Breath), and for each target to be able to have > different options selected. > > A note about the *Resistance* option: when learning the spell with elemental damage instead, the resistance to force damage > is also replaced with resistance to the chosen element. *Force Beam* can also be renamed when learning with a different damage type if desired. \pagebreakNum
#### Chaotic Release *7th-level Evocation* ___ - **Casting Time**: 1 action - **Range**: 120 feet - **Components**: V, S - **Duration**: Instantaneous ___ You try to focus as much arcane energy as you possibly can into a point within range before releasing it. Roll 1d6 and consult the table below. Each creature within 60 feet of the point must make the rolled saving throw, suffering the rolled condition until the start of your next turn and taking 6d12 force damage on a failed save. On a success they take half damage and suffer no other effects. If a creature is charmed or frightened by this effect, you are the focus of the charm or fear. |Roll| Saving Throw | Condition | |:--:|:------------:|:---------:| | 1 | Constitution | Paralyzed | | 2 | Intelligence | Stunned | | 3 | Strength |Restrained | | 4 | Charisma | Charmed | | 5 | Wisdom |Frightened | | 6 | Dexterity | Blinded | When you learn this spell you can substitute all mentions to force damage with one of the following: acid, cold, fire, lightning, poison, or thunder damage. ___ **Effects when used with metamagic:** - If you have already used a metamagic option on this spell, you can choose to use one additional option that cannot normally be used in combination with other metamagic. - If you use one or more metamagic options on this spell, the damage of this spell increases by 1d12. - If you use two or more metamagic options, roll once on the Wild Magic Surge Table found under the Wild Magic Sorcerer subclass immediately after casting this spell. - If you use three or more metamagic options, roll a d4 immediately after casting this spell. On a 1 or 2, you gain that many levels of exhaustion. On a 3, you regain 1d8 sorcery points. On a 4 you regain a spell slot of your choice of 3rd level or lower. > #### Chaotic Release Design Notes > Chaotic Release is the first spell to use a new design paradigm: benefits for using any metamagic, not just specific ones. > The exact benefits here still need a bit of refinement concerning wording, but I'm most interested in how the paradigm feels. > > As for the spell itself, it was designed as a chaotic risk/reward type spell. You might end up rolling Frightened against Baphomet, but you also might end up rolling Paralyzed. > Sorcerers who want to really roll the dice have the valve on metamagic opened a bit further than usual, but with that comes risk, or even greater rewards. \columnbreak ## 8th Level #### Sever Magic *8th-level abjuration* ___ - **Casting Time**: 1 action - **Range**: Touch - **Components**: V, S, M (a piece of nullstone worth 1000gp) - **Duration**: Concentration, up to 1 minute ___ You alter the way magic flows within a creature and attempt to sever it from the Weave. A creature you choose within range must make a Charisma saving throw. On a failure, it loses the ability to cast spells for the duration. At the end of each of its turns it may make the saving throw again, ending the effect on itself on a success. #### Scarred Weave *8th-level abjuration* ___ - **Casting Time**: 1 action - **Range**: Self (500 foot radius) - **Components**: V, S, M (a piece of nullstone worth 1000gp and several hearts of powerful magical creatures worth 3000gp) - **Duration**: 1 hour You focus on the Weave in the area around you and damage it with your own magic, choosing to either make a dead magic zone or a wild magic zone. The zone is centered on the space where you cast the spell and does not move with you. Everywhere within range is subject to the zone's effects, except for areas within an anti magic field. When the spell ends the Weave heals and returns to a normal magic area. If you cast this spell at least once per day for a year in the same location, the effect becomes permanent. - **Dead Magic Zone**: Spellcasting in this zone is made more difficult and the Weave is severely scarred. More powerful magic strains the Weave more, and thus is more likely to fail. When a creature tries to cast a spell while in this area, they must make an arcana check against a DC equal to your spell save DC plus the level of the spell being cast. On a failure the spell being cast fails and the spell slot is lost. - **Wild Magic Zone**: Spellcasting in this zone becomes wildly unpredictable. Every time a creature casts a spell in this area, they must succeed on a charisma saving throw or else roll once on the wild magic table found under the wild magic sorcerer subclass.
#### Note: Nullstone A very rare mineral found within natural dead magic zones, Nullstone acts as a natural magic blocker. It only blocks weak magic except when used in large quantities or enhanced by the control of a sorcerer. Nullstone is a creation of my own DM and may not exist in your world. If it does not, replace nullstone with a ruby of equivalent value.
#### Sorcerer Supreme Design Notes > Sorcerer Supreme was designed as a way to grant a new capstone ability to the Sorcerer, as I felt the current capstone was quite lacking. > This document only deals with spells, but this spell should be easy enough to convert into a new capstone if desired. \columnbreak #### Sorcerous Transfusion *9th level evocation* ___ - **Casting time**: 1 action - **Range**: Touch - **Components**: V, S, M (a jar filled with a pint of your own blood, which the spell consumes) - **Duration**: Concentration, up to 20 hours You touch a humanoid without class levels and begin to transfer your bloodline magic into them. You must maintain contact for the entirety of the spell, and every hour you must expend 1 sorcery point. If you do not do so, the spell ends immediately. Every 4 hours you maintain concentration you take one level of exhaustion. If the target is unwilling they make a Constitution saving throw every 4 hours. If they succeed 3 times the spell ends. The successes do not have to be consecutive. If the target is making death saves, you stabilize them when you cast this spell. If you concentrate for the entire duration, the target gains one level in the Sorcerer class, taking the same origin as you. You must then make a Constitution saving throw against DC 20. On a failure you cannot cast this spell again as you burn through your own magical potential. At the end of a long rest after reducing your exhaustion levels to zero, you can replace this spell with a different one from your spell list. On a success, you must wait at least 1 month before you can cast this spell again. If you are not a Sorcerer this spell instead does nothing. ___ **Effects when used with metamagic**: - If you use the extended spell metamagic on this spell and concentrate for the full 24 hours, the target instead gains 3 levels in the Sorcerer class, as you drain every last ounce of strength into them. If their CR was below 2 before gaining those levels they gain an additional 6 levels. You then die and cannot be resurrected without a wish spell. If you are resurrected you must immediately make the Constitution saving throw upon returning to life. - If you use the twinned spell metamagic, you must expend one additional sorcery point every hour for the second target. If you stop contacting either target or stop expending sorcery points for either the spell immediately ends. - If you use the distant spell metamagic, you do not have to maintain contact with the target, but they must remain within range at all times. If they leave the range of this spell, it ends immediately.
> #### Sorcerous Transfusion Design Notes > First of all, thanks to **u/TheOnlyPablito** for the idea for this spell! > As for the spell itself, I based it around the idea of a blood transfusion. > Your sorcerer is both giving blood and their magic to an NPC, so it can be done > in an emergency situation. It is risky though, and carries the chance > of never being able to cast it again. I added the ability to swap it out if that does happen > more for player enjoyment, as I feel a class with so few spells known wouldn't like a dead spell. > > I added the clause for unwilling targets more as a tool for backstories. For example, my current > sorcerer was turned into one by a cult to be used as a living weapon. A sorcerer with mind altering > spells could feasibly create an army slowly as well, so built-in BBEG material. > > Finally, I added an incredibly risky option to turn a weak humanoid into a level 9 sorcerer via Extended Spell and sacrifice. > I chose level 9 because it's sufficiently powerful > to be useful but won't have 6th level spells for at least a little while. I made the resurrection require > Wish so that there's always a risk of it being rendered useless, > as normal resurrection methods are fairly plentiful by this point. > I restricted the last 6 levels to humanoids of CR less than 2 to ensure the resultant > creature wasn't overpowered, assuming the offensive and defensive CRs aren't wildly different.
\pagebreakNum > #### General Design Notes > These spells have been specifically designed to be compatible with as many metamagic options as possible. > Here are the current compatibility designs I have been able to come up with: > - Range should rarely be self, so that it works with Twin and Distant. If not possible, add explicit exceptions for Twin and Distant > - Duration should be an hour or more when possible for Extended. When not possible, add explicit abilities for using Extended > - Casting time should rarely be 1 bonus action, so that Quicken provides a benefit. Additionally, spells should have an Action-triggered ability when possible to provide synergy with Quicken > - Use attack rolls slightly more often than normal for Seeking. Still provide saving throws for Heighten and Careful > - Empowered is automatically compatible with all damage spells, and Subtle is automatically compatible with all spells but benefits from no material components > - Allow all force-damage spells to be learned with elemental damage instead, for flavor, compatibility with subclass abilities, and compatibility with Transmuted spell. > - Try to use checks when possible (and when it makes sense) so that the optional feature Magical Guidance can be used in-combat > > Additionally, spells try to use d12 dice when possible to simulate the ebb and flow of sorcerer magic. Most spells deal Force damage, both as a simulation of raw arcane energy being released, and to provide a "generic" default that can be tailored to each character by learning the spell with elemental damage instead. **A DM is free to require sorcerers to choose an elemental type when learning these spells if they believe Force damage is too strong.** > > Some spells mention that they do nothing if you are not a sorcerer. This was added in order to curb any potential ambiguity if a Bard learned *Restore/Imbue Magic* or something similar. In order to qualify for these spells, you must have learned them via your Sorcerer spellcasting feature and they must be Sorcerer spells for you. Which means a Bard 19/Sorcerer 1 would still not qualify for *Restore/Imbue Magic.* \columnbreak ## Changelog ### V2 #### General - Added Mana Burst (cantrip) - Added Mana Strike (cantrip) - Added Mana Blade (4th level) - Added Summon Magical Essence (5th level) - Added Chaotic Release (8th Level) - Added Scarred Weave (8th level) - Added Sorcerer Supreme (9th level) - Added Sorcerous Transfusion (9th level) - All force damage spells have clauses allowing them to be switched to elemental damage when learned - Spells requiring sorcery point expenditure to choose modifiers have been changed to give one free option at base level, and additional options gained by either expending points or upcasting. Each option has the same cost. - Spells with exceptions or additional effects when used with metamagic have those effects moved to a special section to improve readability #### Eye of Sharingan - Name changed to Mana Tap - Added clause allowing targeted creature to choose to fail contest. This allows friendly casters to essentially share a spell known with their sorcerer temporarily - Clarified when the reaction spell is cast and whether metamagic can be applied - Insight/Deception contest changed to use spellcasting ability, as you're magically analyzing your opponent's casting through the Weave - Added additional metamagic abilities for Extended and Subtle #### Heartseeker Arrow - Name changed to Mana Arrow - Removed need for sorcery points expenditure on critical hit range increase #### Mana Barrier - Changed secondary effect to an Action trigger so Quicken provides a benefit - Increased damage to 1d12 to compensate for higher action economy cost #### Mana Bolt - One modifier can be chosen for free at base level - Modifiers do not have differing sorcery point costs - Each sorcery point expended allows one additional modifier - Upcasting gives one additional options for each slot level - *Bouncing* modifier changed to on-hit, range decreased to 10 feet, and secondary beam decreases damage by one die. #### Mana Ray - Added restriction on casting more than once per turn to restrict resourceless high damage exploits. This includes Mana Burst, so only one of them can be cast in a turn. \pagebreakNum #### Mana Wave - One free option can be chosen at the base level - Required sorcery point expenditure to choose options was removed. Instead for every 2 sorcery points an additional option can be chosen - Upcasting now grants an additional option for every level above 3rd. - Base damage is still significantly lower than other 3rd level spells, but with the one free option *Powerful* can bring average damage up to just below Fireball, with max damage exactly equaling it. This also happens to be the exact same damage and scaling as Erupting Earth. The default shape and range are still worse, but it is now a viable competitor to Fireball, Lightning Bolt, and Erupting Earth. - Decreased all shape sizes and *Reaching* to compensate for better damage scaling - Refined wording around additional saving throws to make clear when they are made #### Sever Magic - Save moved to end of creature's turn #### Siphon Spell - Moved from 3rd level to 2nd level as it used to compete with counterspell, dispel magic, and eye of sharingan, which are simply better than siphon - Increased sorcery points gained from half of spell level siphoned to level of spell siphoned - Added clause to restrict sorcery point regaining to those not gained from metamagic adept #### Release Inner Self - Hand blades option now gives automatic proficiency - Added names to options to make it easier to specify which the caster is using - Beam attack option now deals half damage on a successful save - Added *Resistance* option. Notably, this option changes which damage type the resistance is for when the spell is learned with a different damage type. Resistance to force is rare, if Summon Draconic Spirit can allow it at 5th level I think it should be balanced at 6th, but I'll keep an eye on discussions surrounding Draconic Spirit. - Removed incapacitated condition when the spell ends, as 2 levels of exhaustion should bring it in line with Otherworldy Guise, Tenser's Transformation, and the Investiture spells. - Added clause for willing creature. Not sure why you'd want to use it on an enemy except maybe to make them appear hostile in a social situation, but didn't feel it was necessary to add a saving throw for unwilling targets - Changed "creature you touch" to "creature within range" to make it more explicitly compatible with distant spell. #### Restore/Imbue Magic - Added clause so the spell does nothing if not a sorcerer \columnbreak ### V3 #### General - Added proficiency bonus cap to sorcery point expenditure spells. #### Elemental Barrier - Streamlined by removing reference to casting Fireball - Damage changed from 6d4 to 3d12 #### Mana Blade - Changing modifiers now requires a bonus action #### Mana Wave - Adjusted all size options back to previous values, as inability to change origin drastically decreases tactical usability. #### Release Inner Self - Slightly increased damage of Hand Blades and Force Beam to bring them to parity with Investiture spells - Increased duration to 10 minutes to bring it to parity with Investiture spells #### Summon Magical Essence - Added Sorcerous Manifested ability to statblock ### V4 #### Release Inner Self - Slightly buffed Hand Blade and Force Beam to bring them in line with suggested damage values for 6th level - Added advantage on Intimidation for Frightening modifier