One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration.
Sorcerer Level 4 Spells
A sorcerer casts arcane spells drawn from innate magical heritage and font of magic. Learn more about the Sorcerer class.
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.
One creature you can see within range makes a Wisdom saving throw.
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determi
You teleport to a location within range.
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
A creature you touch has the Invisible condition until the spell ends.
Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range.
You attempt to transform a creature that you can see within range into a Beast.
Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere.
You create a wall of fire on a solid surface within range.