Selecting the optimal spells for your Sorcerer can prove challenging, but fear not – you have an expert Dungeon Master to steer you towards the most potent and impactful spells that synergize seamlessly with your metamagic abilities.
Best Sorcerer Cantrips
Mage Hand
Mage Hand
Basic Rules, pg. 256
Conjuration Cantrip
Casting Time 1 Action
Duration 1 Minute
Components V, S
Range 30 ft
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. 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 can't attack, activate magic items, or carry more than 10 pounds.
Why bother with Dancing Lights when Mage Hand can wield a torch anywhere you need it?
This utility spell is a true multitasker – grab the jailer's keys from your cell, lift an enchanted gem from a lava pool pedestal, or boldly pull a potentially trapped lever. Its versatility makes it the go-to for a savvy sorcerer, offering ingenious solutions in any situation.
With this spell, your magic hand becomes not just a source of light but a clever problem-solver, ready for any magical challenge.
Prestidigitation
Prestidigitation
Basic Rules, pg. 267
Transmutation Cantrip
Casting Time 1 Action
Duration 1 Hour
Components V, S
Range 10 ft
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
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.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Prestidigitation is the sorcerer's ultimate multitool, seamlessly filling in magical gaps that other spells might miss.
It's like the Swiss army knife of sorcery, adept at tasks ranging from cleaning attire to adding flavor to meals or conjuring light in dark corners. Its unmatched versatility makes it the go-to spell for sorcerers. In the hands of a skilled sorcerer, prestidigitation becomes a symbol of adaptability and finesse, showcasing the art of manipulating magic.
For any sorcerer seeking a clever and versatile magical solution, prestidigitation is the indispensable spell, always ready to infuse a touch of marvel into any scenario.
Mind Sliver
Mind Sliver
Tasha’s Cauldron of Everything, pg. 108
Enchantment Cantrip
Casting Time 1 Action
Duration Instantaneous
Components V
Range 60 ft
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mind Sliver stands out as one of the most reliably effective cantrips in DnD. Not only does it compel your opponent to undergo an intelligence save, but the added psychic damage cements its superiority, given the infrequency of monsters possessing psychic damage resistance.
Adding to its brilliance, the spell imposes a -1d4 penalty on the monster's subsequent save, setting the stage for repeated failures, especially when facing a creature with a +0 intelligence modifier and the lingering -1d4 penalty from the prior turn.
Best Level 1 Sorcerer Spells
Silvery Barbs
Silvery Barbs
Strixhaven: A Curriculum of Chaos, pg. 38
1st Level Enchantment
Casting Time 1 Reaction *
Duration Instantaneous
Components V
Range 60 ft
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
* - which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
This spell is incredibly potent, bordering on the verge of being overpowered. Silvery Barbs has the remarkable ability to compel your opponent to reroll an attack or spell roll, proving particularly effective in depleting a monster's legendary resistances.
Following this, you gain the advantage of turning the tables, providing you or a teammate with the upper hand on their next save, attack, or skill check. It's a strategic powerhouse that can swiftly shift the momentum in your favor.
Magic Missile
Magic Missile
Basic Rules, pg. 257
1st Level Evocation
Casting Time 1 Action
Duration Instantaneous
Components V, S
Range 120 ft
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.
Despite its deceptively simple appearance, Magic Missile's power lies in its reliability. The 1d4+1 damage outpaces the average of a d6 and ensures a consistent impact.
Force damage, being universally effective, further solidifies its prowess. With the added benefit of automatic hits, Magic Missile emerges as a reliable and formidable choice, making it a standout selection for any sorcerer keen on maximizing impact in their magical arsenal.
Sleep
Sleep
Basic Rules, pg. 276
1st Level Enchantment
Casting Time 1 Action
Duration 1 Minute
Components V, S, M(a pinch of fine sand, rose petals, or a cricket)
Range 90 ft
Area of Effect 20 ft
AoE Shape Sphere
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
In the early stages of the game, Sleep is a game-changer, reliably taking out low CR enemies without saving throws.
Wait until your foes are a bit banged up, and the spell's reliability shines, increasing the chances of more enemies dozing off into a magical slumber.
The reliability of Sleep really shines here, making it a smart move to let the spell work its sleepy charm when your foes are at their weakest. So, don't rush it; instead, let the magic unfold and tuck more enemies into the realm of slumber for a well-deserved (permanent) nap.
Best Level 2 Sorcerer Spells
Vortex Warp
Vortex Warp
Strixhaven: A Curriculum of Chaos, pg. 38
2nd Level Conjuration
Casting Time 1 Action
Duration Instantaneous
Components V, S
Range 90 ft
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
In the heat of battle, Vortex Warp is always a great choice, allowing you to teleport friends or foes to a specific spot in the blink of an eye.
Picture this: swift rescues or outsmarting rivals by playing your cards right. Sure, it's a bit dicey with the whole "foe needs to flunk a constitution save" thing, but trust me, the perks totally outweigh the risks
Misty Step
Misty Step
Player's Handbook, page 260.
2nd Level Conjuration
Casting Time 1 Bonus Action
Duration Instantaneous
Components V
Range Self
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
With a mere utterance and a quick bonus action, Misty Step unfolds its magical grace, granting you the power to teleport instantly within a 30-foot radius.
Whether you're seeking a hasty retreat from a menacing foe or aiming to surprise an adversary up close and personal, this spell provides the swift and elegant solution you need.
Best Level 3 Sorcerer Spells
Counterspell
Counterspell
Basic Rules, pg. 228
3rd Level Abjuration
Casting Time 1 Reaction *
Duration Instantaneous
Components S
Range 60 ft
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
* - which you take when you see a creature within 60 feet of you casting a spell
An absolute must-have in any adventuring party, Counterspell safeguards your team from peril and helps to thwart the Dungeon Master's nefarious schemes.
It is a beacon of defense, adept at halting catastrophic events like a potential fireball explosion or the barbarian succumbing to paralyzing effects. This spell not only preserves the vitality of your comrades but also ensures that your party remains resilient, ready to embark on further adventures unscathed.
Slow
Slow
Basic Rules, pg. 277
3rd Level Transmutation
Casting Time 1 Action
Duration 1 Minute
Components V, S, M(a drop of molasses)
Range 120 ft
Area of Effect 40 ft
AoE Shape Cube
Concentration Requires Concentration
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Slow stands out as a premier debuff in the realm of magical tactics. Casting its influence over every adversary within a generous 40-foot cube, this spell enforces a -2 penalty on both their Armor Class and Dexterity saves following a failed wisdom save.
Those ensnared find themselves stripped of the ability to take reactions and are constrained to choosing between an action or a bonus action, but not both. Spellcasters, in particular, face an additional hurdle; a roll of the dice, with success contingent on surpassing an 11, to determine if their incantations are delayed until the next turn, compelling them to expend their action to complete the spell.
In the grand tapestry of battle, Slow emerges as a masterstroke, capable of crippling hordes of enemies and disrupting the grand designs of formidable foes.
Best Level 4 Sorcerer Spells
Banishment
Banishment
Basic Rules, pg. 217
4th Level Abjuration
Casting Time 1 Action
Duration 1 Minute
Components V, S, M(an item distasteful to the target)
Range 60 ft
Concentration Requires Concentration
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
At Higher levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Banishment walks the tightrope between heroism and the bitter taste of a squandered spell slot. When cast, it has the power to erase a foe from the battlefield for an entire minute – a respite that feels like an eternity in the chaos of combat.
If the target happens to hail from another plane of existence, Banishment becomes a one-way ticket to permanent exile. The spell's efficacy pivots on a charisma save, making it a prudent choice against a wide array of adversaries.
As the seasoned caster delves into higher levels, the spell's potency grows, allowing them to extend its reach and target multiple foes simultaneously. With Banishment in your magical repertoire, you not only shape the course of battle but also hold the power to dictate the fate of adversaries, determining who faces temporary banishment and who succumbs to an eternal void.
Best Level 5 Sorcerer Spells
Creation
Creation
5th Level Illusion
Casting Time 1 Minute
Duration Special
Components V, S, M(a tiny piece of matter of the same type of the item you plan to create)
Range 30 ft
Area of Effect 5 ft
AoE Shape Cube
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Material Duration
Vegetable matter 1 day
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or mithral 1 minute
Using any material created by this spell as another spell's material component causes that spell to fail.
At Higher levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Despite its lengthy one-minute cast time, Creation may not shine in combat, but its true brilliance lies in its unparalleled utility. This spell, bound only by the bounds of its size and your imagination, opens a realm of possibilities.
With a mere 5-foot cube, the options are vast—whether it's conjuring a boulder to thwart pursuing enemies or rapidly materializing a cube filled with arrows for a sudden barrage. Need to grease the wheels of negotiation? Craft a pile of gems on the spot, though caution is advised as they come with a 10-minute expiration timer.
Creation, in its simplicity, becomes a versatile ally, a testament to the power of ingenuity in the face of magical craftsmanship.
Best Level 6 Sorcerer Spells
Disintegrate
Disintegrate
Basic Rules, pg. 233
6th Level Transmutation
Casting Time 1 Action
Duration Instantaneous
Components V, S, M(a lodestone and a pinch of dust)
Range 60 ft
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell.
At Higher levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Among the top-tier single-target damage spells, this one stands out. A failed dexterity save subjects your target to a devastating 10d6+40 onslaught, and if their hitpoints reach zero, they crumble to dust.
Beyond combat applications, the spell doubles as a versatile tool for eliminating obstacles, even dispelling barriers like a wall of force. Its simplicity conceals a formidable power, making it a reliable choice for both offensive might and strategic problem-solving.
Best Level 7 Sorcerer Spells
Teleport
Teleport
Basic Rules, pg. 281
7th Level Conjuration
Casting Time 1 Action
Duration Instantaneous
Components V
Range 10 ft
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
Round up to 8 of your comrades or any willing individuals within a 10-foot radius and make a swift exit from combat with this indispensable spell. Teleport grants you the ability to reach virtually any destination, with success hinging on your familiarity with the endpoint.
Short jumps are relatively manageable, but to ensure a smooth getaway without the risk of significant mishaps, grab a little keepsake from wherever you want to return to. Whether you're evading danger or seeking a rapid change of scenery, Teleport emerges as a must-have, offering both convenience and tactical advantage.
Best Level 8 Sorcerer Spells
Dominate Monster
Dominate Monster
8th Level Enchantment
Casting Time 1 Action
Duration 1 Hour
Components V, S
Range 60 ft
Concentration Requires Concentration
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
When this spell hits its mark, its impact is monumental. Exerting complete control over a monster for a full hour unfurls a realm of possibilities, most of which are bound to leave your adversaries thoroughly displeased.
Best Level 9 Sorcerer Spells
WISH
9th Level Conjuration
Casting Time 1 Action
Duration Instantaneous
Components V
Range Self
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
You grant up to ten creatures that you can see resistance to a damage type you choose.
You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
Undoubtedly the pinnacle of spellcasting prowess, Wish is the singular best spell in the game.
Its versatility knows no bounds—you can wield it to cast any 8th level or lower spell, reshape reality by compelling monsters to reroll, facilitate the complete restoration of up to twenty creatures' hit points within your line of sight, and confer the benefits of a greater restoration spell to everyone.
Beyond these formidable capabilities, Wish transcends limits – whatever persuasive argument you can present to your DM might just manifest as reality. The spell, with its boundless potential, emerges as the ultimate game-changer.