Sorcerer

Sorcerers are innate spellcasters, born with an intrinsic connection to magic that flows through their bloodlines. This power sets them apart from other spellcasters, as they do not need to study or memorize spells. Instead, their magical abilities manifest instinctively, driven by their heritage or a unique event in their past. Sorcerers wield arcane magic with raw potency, capable of unleashing powerful spells with ease. As they grow in experience, sorcerers gain access to a diverse array of spells, which they can cast spontaneously without the need for preparation. Moreover, they possess a Sorcerous Origin, representing the source of their magical power. Sorcerers can manipulate the fabric of reality with their magical talents, casting spells that deal devastating damage, manipulate minds, or create powerful protective barriers. However, their limited spell selection requires careful consideration of their magical choices. As conduits of innate power, sorcerers explore their arcane heritage, seeking to unlock their full potential and become formidable forces in the world of magic.

Class Features

As a sorcerer, you gain the following features.

Hit Points

Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

Weapon: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throw: Constitution, Charisma
Skills: You have 2 of the following skills: Arcana, Deception, Insight, Intimidation, Persuasion, Religion.

Starting Gold

You start with 3d4 x 10 gold pieces (GP) unless you choose to take the equipment below.

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) crossbow, light or (b) any simple weapon
  • (a) component pouch or (b) any arcane foci
  • (a) dungeoneer's pack or (b) explorer's pack
  • (2x) dagger

Sorcerer Features Table

LVL Pro+ Features Points Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Spellcasting, Sorcerous Origin, Sorcerous Origins Feature 4 2 2
2nd +2 Font of Magic 2 4 3 3
3rd +2 Metamagic 3 4 4 4 2
4th +2 Ability Score Improvement 4 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 Sorcerous Origins Feature 6 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 Ability Score Improvement 8 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 Metamagic 10 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 Sorcerous Origins Feature 14 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 6 14 4 3 3 3 2 1 1 1
17th +6 Metamagic 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Origins Feature 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 15 4 3 3 3 3 2 1 1 1
20th +6 Sorcerous Restoration 20 6 15 4 3 3 3 3 2 2 1 1

Class Features at Level

Level 1

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier.

Spell attack modifier = your proficiency bonus + your Charisma modifier.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Level 1

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power, such as Draconic Bloodline.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Level 1

Sorcerous Origins Feature

Your Sorcerous Origins grants you abilities at this level.

Level 2

Font of Magic

You tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Spell Slot
Level
Sorcery
Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Level 3

Metamagic

You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost is.

Level 4

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 6

Sorcerous Origins Feature

Your Sorcerous Origins grants you abilities at this level.

Level 8

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 10

Metamagic

You gain one more Metamagic option of your choice.

Level 12

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 14

Sorcerous Origins Feature

Your Sorcerous Origins grants you abilities at this level.

Level 16

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 17

Metamagic

You gain one more Metamagic option of your choice.

Level 18

Sorcerous Origins Feature

Your Sorcerous Origins grants you abilities at this level.

Level 19

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Sorcerous Restoration

You regain 4 expended sorcery points whenever you finish a short rest.

Sorcerous Origins

Different sorcerers claim different origins for their innate magic, such as a draconic bloodline.

Chronomancer

Chronomancer

Sorcerers with the Chronomancer Origin have an inherent connection to the flow of time. Through concentration and the utilization of arcane energy, they can manipulate temporal fields, change the pace of actions, and even glimpse into potential futures.

Chronomancer Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Temporal Affinity, Time Warp 4 2 2
2nd +2 4 3 3
3rd +2 4 4 4 2
4th +2 5 5 4 3
5th +3 5 6 4 3 2
6th +3 Foresight 5 7 4 3 3
7th +3 5 8 4 3 3 1
8th +3 5 9 4 3 3 2
9th +4 5 10 4 3 3 3 1
10th +4 6 11 4 3 3 3 2
11th +4 6 12 4 3 3 3 2 1
12th +4 6 12 4 3 3 3 2 1
13th +5 6 13 4 3 3 3 2 1 1
14th +5 Time Reversal 6 13 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 6 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Master of Moments 6 15 4 3 3 3 3 1 1 1 1
19th +6 6 15 4 3 3 3 3 2 1 1 1
20th +6 6 15 4 3 3 3 3 2 2 1 1
Level 1

Temporal Affinity

Starting at 1st level, your understanding of time grants you the ability to cast the Mending spell as a cantrip. You also gain proficiency in the History skill if you don’t already have it.

Level 1

Time Warp

Also at 1st level, you can use your bonus action to alter the flow of time around a creature you can see within 30 feet. Until the start of your next turn, that creature’s speed is either halved or doubled. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses after a long rest.

Level 6

Foresight

Starting at 6th level, as an action, you can glimpse into the near future. For 1 minute, you gain advantage on saving throws and ability checks. Once you use this feature, you can’t use it again until you complete a long rest.

Level 14

Time Reversal

At 14th level, when you or a creature you can see within 30 feet takes damage, you can use your reaction to rewind time and negate that damage. You can use this feature once per long rest.

Level 18

Master of Moments

At 18th level, you can use your action to freeze a moment in time. For the next minute, you can take two actions on each of your turns. This effect ends if you are incapacitated or if you dispel it as a bonus action. Once you use this feature, you can’t use it again until you complete a long rest.

Draconic Bloodline

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Bloodline Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Dragon Ancestor, Draconic Resilience 4 2 2
2nd +2 4 3 3
3rd +2 4 4 4 2
4th +2 5 5 4 3
5th +3 5 6 4 3 2
6th +3 Elemental Affinity 5 7 4 3 3
7th +3 5 8 4 3 3 1
8th +3 5 9 4 3 3 2
9th +4 5 10 4 3 3 3 1
10th +4 6 11 4 3 3 3 2
11th +4 6 12 4 3 3 3 2 1
12th +4 6 12 4 3 3 3 2 1
13th +5 6 13 4 3 3 3 2 1 1
14th +5 Dragon Wings 6 13 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 6 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Draconic Presence 6 15 4 3 3 3 3 1 1 1 1
19th +6 6 15 4 3 3 3 3 2 1 1 1
20th +6 6 15 4 3 3 3 3 2 2 1 1
Level 1

Dragon Ancestor

You choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Level 1

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon‑like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Level 6

Elemental Affinity

When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Level 14

Dragon Wings

You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Level 18

Draconic Presence

You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Dreamweaver

Dreamweaver
Dreamweavers tap into the mystical realm of dreams, granting the sorcerer the ability to manipulate and traverse the boundaries between the waking world and the dreamscape. Dreamweavers are revered for their ability to influence dreams, foresee future events, and protect against nightmarish threats. Their powers are both awe-inspiring and mysterious, making them valuable allies and formidable opponents. Mystical and Enigmatic: Dreamweaver Sorcerers often have an otherworldly presence. They speak in cryptic riddles and metaphors, reflecting their deep connection to the dream realm. Guardians of Balance: They view themselves as protectors of the balance between dreams and reality. This mission drives them to intervene in matters where dreams are manipulated for nefarious purposes. Prophetic Guidance: They may offer visions and guidance to their companions, often receiving cryptic dreams that hint at future events or dangers. Dreamweaver Sorcerers add the following spells to their spell list at the appropriate levels:
  • 2nd Level: Phantasmal Force
  • 3rd Level: Dream
  • 4th Level: Phantasmal Killer
  • 5th Level: Modify Memory

Dreamweaver Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Dreamwalker's Insight 4 2 2
2nd +2 4 3 3
3rd +2 4 4 4 2
4th +2 5 5 4 3
5th +3 5 6 4 3 2
6th +3 Ethereal Presence 5 7 4 3 3
7th +3 5 8 4 3 3 1
8th +3 5 9 4 3 3 2
9th +4 5 10 4 3 3 3 1
10th +4 6 11 4 3 3 3 2
11th +4 6 12 4 3 3 3 2 1
12th +4 6 12 4 3 3 3 2 1
13th +5 6 13 4 3 3 3 2 1 1
14th +5 Weaver of Nightmares 6 13 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 6 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Master of Dreams 6 15 4 3 3 3 3 1 1 1 1
19th +6 6 15 4 3 3 3 3 2 1 1 1
20th +6 6 15 4 3 3 3 3 2 2 1 1
Level 1

Dreamwalker's Insight

Dream Manipulation: You can influence the dreams of a sleeping creature you can see within 60 feet. You can create pleasant dreams or disturbing nightmares. This effect lasts for 10 minutes.

Foretelling Dreams: Once per long rest, you can receive a prophetic dream that grants you advantage on one ability check, saving throw, or attack roll of your choice within the next 24 hours.

Level 6

Ethereal Presence

Dream Form: As a bonus action, you can assume an ethereal form for up to 1 minute. While in this form, you can move through objects and creatures as if they were difficult terrain. You gain resistance to non-magical damage and can see into the Ethereal Plane.

Oneiric Defense: You have advantage on saving throws against being charmed or frightened. Additionally, you can cast the Dream spell once without expending a spell slot. You regain the ability to do so after a long rest.

Level 14

Weaver of Nightmares

Nightmare Infusion: You can channel the power of nightmares into your spells. When you cast a spell that deals damage, you can choose to deal psychic damage instead. Additionally, the target must succeed on a Wisdom saving throw or be frightened until the end of your next turn.

Slumbering Vision: You can enter a meditative state that allows you to view and communicate with creatures in the dreamscape. This state lasts for 10 minutes and can be used once per long rest. While in this state, you are aware of your surroundings and can end the effect at any time.

Level 18

Master of Dreams

Dream Mastery: You can cast the Dream spell at will without expending a spell slot.

Oneiric Realm: As an action, you can transport yourself and up to eight willing creatures within 30 feet to a dreamscape of your creation. This dreamscape can be used to rest, strategize, or escape danger. You and your companions can remain in the dreamscape for up to 1 hour or until you choose to end the effect. This ability can be used once per long rest.

Verdant Soul

Verdant Soul

Sorcerers of the Verdant Soul Origin draw their magic from the heart of the natural world. Their power is intertwined with the cycles of growth and decay, the change of seasons, and the ebb and flow of the tides. As conduits of nature’s ancient magic, they can bend flora and fauna to their will, and even influence the elements.

Verdant Soul Features Table

LVL Pro+ Features Cantrips Known Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Nature’s Boon, Verdant Healing 4 2 2
2nd +2 4 3 3
3rd +2 4 4 4 2
4th +2 5 5 4 3
5th +3 5 6 4 3 2
6th +3 Elemental Affinity 5 7 4 3 3
7th +3 5 8 4 3 3 1
8th +3 5 9 4 3 3 2
9th +4 5 10 4 3 3 3 1
10th +4 6 11 4 3 3 3 2
11th +4 6 12 4 3 3 3 2 1
12th +4 6 12 4 3 3 3 2 1
13th +5 6 13 4 3 3 3 2 1 1
14th +5 Symbiosis 6 13 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 6 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Nature’s Wrath 6 15 4 3 3 3 3 1 1 1 1
19th +6 6 15 4 3 3 3 3 2 1 1 1
20th +6 6 15 4 3 3 3 3 2 2 1 1
Level 1

Nature’s Boon

Starting at 1st level, you gain the ability to speak with animals as if you were under the effects of the Speak with Animals spell. Additionally, you know the Druidcraft cantrip, and it counts as a sorcerer cantrip for you.

Level 1

Verdant Healing

Also at 1st level, you can use your bonus action to touch a living creature and expend a number of sorcery points up to your Charisma modifier to heal it. The creature regains hit points equal to 1d6 per sorcery point spent.

Level 6

Elemental Affinity

Starting at 6th level, you can choose one damage type from acid, cold, fire, or lightning. You gain resistance to that damage type. You can change your choice after a long rest.

Level 14

Symbiosis

At 14th level, as an action, you can merge with a natural element like a tree, rock, or body of water. While merged, you are considered to be in full cover, and you have immunity to non-magical damage. You can stay merged for up to 1 minute or until you decide to emerge, which takes another action.

Level 18

Nature’s Wrath

At 18th level, you can unleash the full force of your natural affinity as an action. For the next minute, you can cast Call Lightning, Entangle, and Spike Growth at their lowest spell levels without expending spell slots. Once you use this feature, you can’t use it again until you complete a long rest.

Sorcerer Spells

L Title Class Range
0 Acid Splash 60 feet
2 Alter Self Self
5 Animate Objects 120 feet
4 Banishment 60 feet
4 Blight 30 feet
2 Blindness/Deafness 30 feet
3 Blink Self
2 Blur Self
1 Burning Hands Self
6 Chain Lightning 150 feet
0 Charismatic
1 Charm Person 30 feet
0 Chill Touch 120 feet
6 Circle of Death 150 feet
3 Clairvoyance 1 mile
5 Cloudkill 120 feet
1 Color Spray Self
1 Comprehend Languages Self
5 Cone of Cold Self
4 Confusion 90 feet
3 Counterspell 60 feet
5 Creation 30 feet
0 Dancing Lights 120 feet
2 Darkness 60 feet
2 Darkvision Touch
3 Daylight 60 feet
7 Delayed Blast Fireball 150 feet
1 Detect Magic Self
2 Detect Thoughts Self
4 Dimension Door 500 feet
1 Disguise Self Self
6 Disintegrate 60 feet
3 Dispel Magic 120 feet
4 Dominate Beast 60 feet
8 Dominate Monster 60 feet
5 Dominate Person 60 feet
8 Earthquake 500 feet
2 Enhance Ability Touch
2 Enlarge/Reduce 30 feet
2 Ensnare 120
7 Etherealness Self
1 Expeditious Retreat Self
6 Eyebite Self
1 False Life Self
3 Fear Self
1 Feather Fall 60 feet
7 Finger of Death 60 feet
0 Fire Bolt 120 feet
7 Fire Storm 150 feet
3 Fireball 150 feet
3 Fly Touch
1 Fog Cloud 120 feet
3 Gaseous Form Touch
9 Gate 60 feet
6 Globe of Invulnerability Self
4 Greater Invisibility Touch
0 Guardian's Aegis
2 Gust of Wind Self
3 Haste 30 feet
5 Hold Monster 90 feet
2 Hold Person 60 feet
1 Hurl Lightning 30 feet
3 Hypnotic Pattern 120 feet
4 Ice Storm 300 feet
2 Illusory Assault 60'
8 Incendiary Cloud 150 feet
5 Insect Plague 300 feet
2 Invisibility Touch
1 Jump Touch
2 Knock 60 feet
2 Levitate 60 feet
0 Light Touch
3 Lightning Bolt Self
1 Mage Armor Touch
0 Mage Hand 30 feet
1 Magic Missile 120 feet
3 Major Image 120 feet
6 Mass Suggestion 60 feet
0 Mending Touch
0 Message 120 feet
9 Meteor Swarm 1 mile
0 Minor Illusion 30 feet
2 Mirror Image Self
2 Misty Step Self
6 Move Earth 120 feet
7 Plane Shift Touch
0 Poison Spray 10 feet
4 Polymorph 60 feet
9 Power Word Kill 60 feet
8 Power Word Stun 60 feet
0 Prestidigitation 10 feet
7 Prismatic Spray Self
3 Protection From Energy Touch
0 Ray of Frost 60 feet
7 Reverse Gravity 100 feet
2 Scorching Ray 120 feet
2 See Invisibility Self
5 Seeming 30 feet
2 Shards of Glass 60'
2 Shatter 60 feet
1 Shield Self
0 Shocking Grasp Touch
1 Silent Image 60 feet
1 Sleep 90 feet
3 Sleet Storm 150 feet
3 Slow 120 feet
2 Spider Climb Touch
3 Stinking Cloud 90 feet
4 Stoneskin Touch
2 Suggestion 30 feet
6 Sunbeam Self
8 Sunburst 150 feet
5 Telekinesis 60 feet
7 Teleport 10 feet
5 Teleportation Circle 10 feet
1 Thunderwave Self
9 Time Stop Self
3 Tongues Touch
6 True Seeing Touch
0 True Strike 30 feet
4 Wall of Fire 120 feet
5 Wall of Stone 120 feet
8 Wall of Water 120'
3 Water Breathing 30 feet
3 Water Walk 30 feet
2 Web 60 feet
9 Wish Self

Credits: SRD 5.1