Super Sorcerer: The Weave Crashes Again from the Start
Chapter 9

Magic Spell List

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Disguise Self

1st-level illusion (bard, sorcerer, wizard)

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different.

The effect ends when the spell ends. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.

If a creature suspects you are disguised, they can use their action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Feather Fall

1st-level transmutation (bard, sorcerer, wizard)

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls

Range: 60 feet

Components: V, M (a small feather or bit of down)

Duration: 1 minute

Choose up to five falling creatures within range. A falling creature's rate of 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 that creature.

Jump

1st-level transmutation (druid, ranger, sorcerer, wizard)

Casting Time: 1 bonus action

Range: Touch

Components: V, S, M (a grasshopper's hind leg)

Duration: 1 minute

You touch a willing creature. Until the spell ends, the creature's jump distance is tripled, and it can spend 10 feet of movement to jump up to 30 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Shield

1st-level abjuration (sorcerer, wizard)

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell

Range: Self

Components: V, S

Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Chromatic Orb

1st-level evocation (sorcerer, wizard)

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a diamond worth at least 50 gp)

Duration: Instantaneous

You hurl an orb of energy at a creature within range.

Choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.

If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the original target. Make a new attack roll for the new target and a new damage roll. The orb cannot leap again unless you cast this spell using a spell slot of 2nd level or higher.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. The maximum number of times the orb can leap is equal to the level of the spell slot used, but each creature can only be targeted by this spell once per casting.

Command

1st-level enchantment (bard, cleric, paladin)

Casting Time: Action

Range: 60 feet

Components: V

Duration: Instantaneous

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn.

Choose one of the following options:

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest and safest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions or bonus actions on its turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.

Magic Missile

1st-level evocation (sorcerer, wizard)

Casting Time: Action

Range: 120 feet

Components: V, S

Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target.

The darts all strike simultaneously, and you can direct them to hit one creature or several.

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 slot level above 1st.

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