Agannazar’s True Scorcher
2nd-level Evocation
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: 1 round
- Classes: Sorcerer, Wizard
Upon casting this spell, you create a tiny portal to the Elemental Plane of Fire that briefly spews a 5 foot wide jet of flame in a 30 foot line. Any creature exposed to the path of the flame takes 2d6 fire damage, or none on a successful Dexterity saving throw. The flame persists, and any creature that enters the jet for the first time on a turn takes 2d6 fire damage. At the beginning of your next turn, the spell ends as the jet deals an additional 2d6 fire damage to all creatures in the flame's path.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, each instance of damage dealt by the spell increases by 1d6 for each slot higher than 2nd.
Chaos Ray
Evocation Cantrip
- Casting Time: 1 Action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
- Class: Sorcerer
You hurl an undulating, warbling ray of chaotic energy at one creature in range. Make a ranged spell attack. On a hit, the target takes 2d4 damage. Choose one of the d4s. The number rolled determines the ray's damage type:
1. Fire | 2. Cold | 3. Lightning | 4. Acid |
If you roll the same number on both d4s, the ray splits from the target to a different creature of your choice within 30 feet of it, using the same attack roll. On a hit, that creature takes half damage.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (1d8+2d4), and again at 11th level (2d8+2d4), and 17th level (3d8+2d4).
Conjurer's Disruption
3th-level Abjuration
- Casting Time: 1 Action
- Range: 90 feet
- Components: V, S, M (sand or sawdust)
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Wizard
You disrupt the conjuring energies upon a summoned creature, potentially causing it to violently explode. The creature must succeed on a Constitution saving throw or take 1d4 force damage for each hit die it has. If the creature is reduced to 0 hit points, each creature within 10 feet takes an equal amount of force damage, or half damage if it succeeds on a Dexterity saving throw.
Glitterdust
2nd-level Conjuration
- Casting Time: 1 Action
- Range: 90 feet
- Components: V, S, M (sand or sawdust)
- Duration: 1 minute
- Classes: Bard, Sorcerer, Wizard
You point your finger to a point you choose within range and envelop a 10-foot sphere in sparkling golden particles. All creatures and objects in the area are covered in the dust. Invisible creatures and objects are revealed by the dust until the spell ends, and creatures covered in the dust have disadvantage on Dexterity (Stealth) checks.
In addition, each creature in the area when the spell is cast must make a Constitution saving throw. On a failure, it is blinded until the start of its next turn.
Ice Darts
1st-level Evocation
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
You launch three darts of magic ice at up to three creatures that you can see within range, making an attack roll against each target. On a hit, the target takes cold damage equal to 1d4 plus your spellcasting modifier, and its speed is reduced by 10 feet (noncumulative) until the beginning of your next turn. The darts strike simultaneously.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each level above 1st.
Summon Nature's Ally
1st-level Conjuration
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S, M (a tiny bag and a small candle)
- Duration: Concentration, up to one hour
- Classes: Druid, Ranger
You summon a beast of challenge rating 1/2 or lower in an unoccupied space within range. This creature’s type becomes your choice of celestial, fey, or fiend. It remains for the duration or until it drops to 0 hit points, after which it disappears. It acts on your turn in combat and follows your verbal commands, which you can issue at any time (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. You can attempt to summon a specific beast, but the DM ultimately decides which statistics to use.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum challenge rating of the summoned beast increases to 1, plus 1 for each slot level above 2nd. Alternatively, you can choose to summon a number of beasts, of challenge rating 1/2 or lower, equal to the spell level.