![]() ![]() ![]() Duration: Concentration, up to 10 minutes.Components: V, S, M (a charred wooden hilt).When you cast this spell using a spell slot of 3rd-level or higher, a creature that fails its save takes an additional 1d8 cold damage and has its speed reduced by an additional 10 feet for each spell level above 2nd. ![]() On a successful save, it takes half as much cold damage and its speed isn't reduced.Īt Higher Levels. When a creature other than you, enters the area for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw or it takes 2d8 cold damage and have its speed is reduced by 20 feet until the start of its next turn. Duration: Concentration, up to 1 minuteĪrcane frost, snow, and wind swirl about you in an aura with a 10-foot radius, and until the spell ends, the aura moves with you, centered on you.Increases by 1d12 and it knocks the target back byĪn additional 10 feet for each slot level above 1st. Spell slot of 2nd-level or higher, the spell's damage On its Strength saving throw to resist the effect.Īt Higher Levels. OnĪ successful save, it takes half as much damage and isn't On aįailed save, a creature takes 1d12 cold damage, is knockedīack 10 feet in a straight line, and is knocked prone. TorrentĪ burst of elemental water erupts from you in a line 30 feet long and 5 feet wide in a direction you choose, forcing any creature in that area to make a Strength saving throw. When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 2d4 for each slot level above 1st. On hit, the target takes 5d4 force damage.Īt Higher Levels. You conjure a lance of pure arcane energy in your hand, and make a ranged spell attack against a creature you can see within range. Components: V, S, M (a clear 1-inch crystal).The spells are presented in order of ascending spell level.Ĭonsult with your fellow players and DM before selecting any of the additional Sorcerer spells included here. The following spells are available exclusively to the Alternate Sorcerer, in addition to those included on the Sorcerer spell list. When you cast a spell has only one target, and requires you to make a ranged spell attack roll, you can spend 2 Sorcery Points to increase the critical hit range of that spell, allowing you to score a critical hit on a roll of 19 or 20 on the d20. When you cast a spell, you can spend 2 Sorcery Points and touch a willing creature within 5 feet, expending one of its spell slots to cast the spell in place of your Sorcery Points. If the spell requires concentration, the creature you cast the spell on must concentrate on the spell. When you cast a spell that has a range of self, you can spend Sorcery Points equal to 1 + the level of the spell to instead cast it with a range of touch, targeting a willing creature. When you cast a Sorcerer cantrip you can expend 1 Sorcery Point to increase the power of that cantrip to its next level.įor example, a 3rd level Sorcerer, can spend 1 Sorcery Point to cast firebolt as if they were a 5th level Sorcerer, and that firebolt will deal 2d10 fire damage in place of 1d10. Creatures that are Large or larger have advantage on the Strength saving throw to resist the effect. Of the spell to make a Strength saving throw. When you cast a spell that deals bludgeoning or thunder damage, you can spend 1 Sorcery Point to force one target However, if you roll the lowest number on any of the spell's damage dice, you remove that die, and its damage, from the total damage of the spell. If you roll the highest number of any of the spell's damage dice you can roll that die again and add it to the total damage. When you cast a spell that deals damage, you can spend 2 Sorcery Points to empower the casting. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |