Super Sorcerer: The Weave Crashes Again from the Start
Chapter 8

Zero-Ring Spell List

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Spell Components:

Spell components are the physical requirements a caster must satisfy to cast a spell.

Each spell's description specifies whether it requires Verbal (V), Somatic (S), or Material (M) components.

A caster can only cast a spell after satisfying all of its component requirements.

Light

Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard)

Casting Time: Action

Range: Touch

Components: V, M (a firefly or a piece of phosphorescent moss)

Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension and not being worn or carried by another. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You determine the color of the light.

If the object is completely covered by an opaque object, the light is blocked. This spell ends early if you cast it again.

Ray of Frost

Evocation Cantrip (Sorcerer, Wizard)

Casting Time: Action

Range: 60 feet

Components: V, S

Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a Distant Spell attack against the target. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Cantrip Scaling. This spell's damage increases by 1d8 when you reach certain levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mage Hand

Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard)

Casting Time: Action

Range: 30 feet

Components: V, S

Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand remains for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

You can move the hand up to 30 feet each time you use it.

The hand cannot attack, activate magic items, or carry more than 10 pounds.

Prestidigitation

Transmutation Cantrip (Bard, Sorcerer, Warlock, Wizard)

Casting Time: Action

Range: 10 feet

Components: V, S

Duration: Up to 1 hour

You create a magical effect within range. Choose one of the following effects. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.

Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.

Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.

Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. A trinket cannot deal damage or have any monetary value.

Sorcerous Burst

Evocation Cantrip (Sorcerer)

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

You hurl magical energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage. You choose the type of damage: acid, cold, fire, lightning, poison, psychic, or thunder.

If you roll an 8 on any d8 of this spell, you can immediately roll another d8 and add it to the spell's damage. The maximum number of extra d8s you can add to this spell's damage is equal to your spellcasting ability modifier.

Cantrip Upgrade. The spell's initial damage increases by 1d8 when you reach certain levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mold Earth

Transmutation Cantrip (Druid, Sorcerer, Wizard)

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creasing patterns, or shaping images. These changes last for 1 hour. If the dirt or stone you target is on the ground, you can cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 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.

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