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

First-Level Spell List

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Disguise Self | Disguise Self

First-level illusion (Bard, Sorcerer, Mage)

Casting Time: Action

Range: Self

Components: V, S

Duration: 1 hour

You change your appearance, as well as the appearance of your clothing, armor, weapons, and other belongings on your person.

The effect ends when the spell ends. To the naked eye, you can appear up to 1 foot taller or shorter, and you can appear heavier or thinner. You must choose a form with the same basic arrangement of limbs as your own. You also decide how extensive the illusion is.

The changes created by this spell cannot withstand physical inspection. For example, if you use this spell to add a hat, real objects will pass through it, and anyone who touches the hat will feel nothing.

A creature that wants to discern whether you are disguised must take the Study action to examine your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Feather Fall | Feather Fall

First-level transmutation (Bard, Sorcerer, Mage)

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

Range: 60 feet

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

Duration: 1 minute

Choose up to five falling creatures within range. A chosen creature's falling speed slows to 60 feet per round for the duration. If the creature lands before the spell ends, it takes no damage from the fall, and the spell's effect on it ends immediately upon landing.

Jump | Jump

First-level transmutation (Druid, Ranger, Sorcerer, Mage)

Casting Time: Bonus Action

Range: Touch

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

Duration: 1 minute

You touch a willing creature. Once on each of its turns before the spell ends, it can spend 10 feet of movement to jump up to 30 feet.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above first.

Shield | Shield

First-level abjuration (Sorcerer, Mage)

Casting Time: 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 force-field shield appears around you, protecting 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.

Prismatic Sphere | Chromatic Orb

First-level evocation (Sorcerer, Mage)

Casting Time: Action

Range: 90 feet

Components: V, S, M (a diamond worth 50+ GP)

Duration: Instantaneous

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

Choose acid, cold, fire, lightning, poison, or thunder as the damage type for the orb, then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.

If two or more of your d8s show the same number, the orb leaps from the original target to another target of your choice within 30 feet of it. Make another attack roll against the new target, then roll damage anew. The orb can't leap again this way unless you cast the spell using a spell slot of level 2 or higher.

Using a Higher-Level Spell Slot. The spell's damage increases by 1d8 for each spell slot level above first. The maximum number of times the orb can leap equals the level of the spell slot expended, but each creature can be targeted only once each time you cast the spell.

Command | Command

First-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 commands:

Approach. The target moves toward you by the shortest, most direct route. If it ends up within 5 feet of you, it ends its turn.

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, most effective means available.

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

Halt. On its turn, the target doesn't move and takes no action or bonus action.

Using a Higher-Level Spell Slot. You can affect one additional target for each spell slot level above first.

Magic Missile | Magic Missile

First-level evocation (Sorcerer, Mage)

Casting Time: Action

Range: 120 feet

Components: V, S

Duration: Instantaneous

You create three glowing darts of magical force and send each one at a creature you can see within range. Each dart deals 1d4 + 1 force damage to its target.

All the darts strike simultaneously, and you can direct them to hit one target or several.

Using a Higher-Level Spell Slot. The spell creates one additional dart for each spell slot level above first.

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